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Mirror Beam Lab

  • 3d
  • puzzle
  • laser
  • grid
  • isometric
  • mobile
  • sci-fi
  • casual
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Amit built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mirror Beam Lab yet. Play it, then tell Amit what you would add next.

Make your own game

Mirror Beam Lab was built by Amit with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Mirror Beam Lab opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Mirror Beam Lab

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a polished mobile/desktop 3D puzzle game titled “Mirror Beam Lab.” The game opens on a dark purple title screen with a centered translucent rounded card, the large two-line gradient title “MIRROR BEAM LAB,” subtitle “Bend the light. Power the lab.”, an orange Start button, blue How to Play button, and “Lab online. Ready when you are.” loading/status text. Keep a fixed top HUD over the 3D scene: home button at upper left, centered level name and tap counter during play, help (?) and music toggle buttons at upper right. Use a deep purple UI palette, rounded cards, bold friendly sans-serif text with an arcade/tech feel, orange and blue gradient buttons, inset highlights, and strong drop shadows.

Core game: a grid-based laser-routing puzzle viewed from a fixed elevated isometric/three-quarter camera. The lab board is a rectangular dark indigo platform with alternating purple checkerboard square tiles, sitting in a warm desert-like environment. Use a sunset gradient sky/background from dark violet through pink/orange to pale cream, warm lighting and soft shadows, orange ground, fog, and scattered sci-fi/desert props around the board such as rocks, barrels, machine parts, satellite dishes, a generator, and a small astronaut. The board automatically fits the camera and grows from roughly 5x7 to 7x10 across the campaign.

Each level has one or sometimes two generator emitters placed on the board edge. Each generator fires a visible glowing white beam along the grid in a cardinal/diagonal eight-direction system. The beam is represented by a bright narrow core with a translucent additive glow and should visibly stop at the board edge, a blocker, or a blocked filter. Board cells can contain: rotatable mirrors, colored receiver crystals, transparent colored glass filters, and solid blockers. Render emitters as small sci-fi generator machines with a cream glowing nozzle aimed along the beam direction. Render mirrors as metallic circular bases with a cyan glowing ring and a pale blue reflective rectangular panel on a post. Mirrors have four orientations and rotate in 45-degree increments; the reflection behavior is grid-based: when a beam enters a mirror, reflect it according to the panel orientation, while a side-on orientation allows straight passage and a head-on orientation sends it back. A player tap/click on a mirror rotates it clockwise 45 degrees, increments the tap count, animates/bounces the mirror, emits small cyan particles, and immediately recomputes all beams. Support keyboard controls: arrows/WASD move a selection cursor between mirrors, Space/Enter rotates the selected mirror, R restarts, P/Escape pauses, H/? opens help, and M toggles sound.

Receivers are raised metallic pedestals with glowing colored rings and faceted floating crystal/orbs. Receiver colors are white, red, green, or blue. A receiver lights only when struck by matching beam color, but light passes through receivers so multiple receivers can be chained in one line. When a colored glass filter is reached by white light, tint the beam into the filter’s red/green/blue color; a nonmatching colored beam is blocked by that filter. Rocks and barrels are opaque blockers that stop the beam. Show beams changing color after filters, with white/colored core and translucent additive aura. Lit crystals should brighten, pulse, rotate, scale slightly, and occasionally emit colored spark particles. Beam endpoints at obstacles/edges can emit small warm sparks.

Use a deterministic generated campaign of exactly 10 levels with these names and increasing complexity: First Light (5x7, one path, 1 blocker), Double Bounce (5x7, two turns, 2 blockers), Relay Chain (6x8, two turns and 2 receivers, 3 blockers and 1 decoy mirror), Red Shift (6x8, 3 turns, 2 receivers, one color filter, 3 blockers and 1 decoy), Prism Path (6x8, 3 turns/3 receivers/filter, 4 blockers, 2 decoys and 1 extra filter), Crowded Bay (6x9, 4 turns/3 receivers/filter, 5 blockers/2 decoys/1 extra filter), Long Corridor (7x9, 5 turns/3 receivers/filter, 6 blockers/2 decoys/1 extra filter), Twin Emitters (7x9, two emitter paths each with 2 turns/2 receivers/filter, 5 blockers/1 decoy/1 extra filter), Crossfire (7x10, two 3-turn paths with 2 receivers/filter each, 6 blockers/2 decoys/1 extra filter), and Core Ignition (7x10, two paths with 4 turns/3 receivers and 3 turns/2 receivers, filters, 7 blockers/2 decoys/2 extra filters). Generate each level from a seeded layout so it is solvable, scramble mirror orientations at the start, and ensure the initial arrangement is not already solved. Do not add unrelated mechanics.

The first level should show a pulsing hint ring around a glowing mirror and a top hint reading “Tap the glowing mirror to rotate it 45°”; hide that hint after the first player tap and remember that tutorial completion locally. At the bottom during play, show a translucent hint/tip bar and restart button. Rotate through contextual tips such as “Each tap turns a mirror 45°,” “Receivers need light of the matching colour,” “Light passes through receivers, so chain them in a line,” “Glass filters tint white light. Other colours are blocked,” “Rocks and barrels stop the beam cold,” “Reach par taps or fewer for 3 stars,” and mirror-behavior tips. The HUD should show “LEVEL N · NAME” and “Taps X · Par Y · Lit A/B.”

Campaign/UI flow: Start opens a level-select screen with 10 rounded level buttons in a two-column grid, each showing number, name, and 0–3 stars; show “Stars collected: X / 30.” How to Play opens a modal explaining tapping/keyboard controls, white beam emitters, reflection, chained receivers, matching colors, filters, blockers, and the 3-star par rule. Include pause with Resume, Restart Level, and Level Select. On powering every receiver, play a success burst/beam animation, show “All receivers powered!”, then a result card with a title based on rating (“Beam Locked!”, “Great Work!”, or “Perfect Path!”), 1–3 stars, taps/par/best, Retry and Next. Award 3 stars at par taps or fewer, 2 at par+1 through par+3, otherwise 1, and persist best stars locally. After the tenth level show a “MISSION COMPLETED” screen with total stars out of 30 and buttons for Level Select and Play Again.

Add soft ambient synthesized music with slow chords and occasional bell tones, short synthesized sounds for UI, mirror rotation, receiver hits, victory, and ending; include a mute/music button and persist mute state. Use responsive full-screen rendering, touch-friendly controls, safe-area padding, click/tap raycasting onto mirrors or nearby board cells, and smooth camera/beam/mirror/crystal animations. Include small colored additive particle bursts on rotations, receiver activation, beam endpoints, and the final victory. The overall visual style should be warm, whimsical, polished low-poly sci-fi in a sunset desert lab, contrasted with dark purple glassy UI overlays and bright cyan/white/red/green/blue energy effects.

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