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Arcade › Paradoja

Paradoja

  • 3d
  • puzzle
  • perspective
  • logic
  • minimalist
  • neon
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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. paul Eduardo built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Paradoja yet. Play it, then tell paul Eduardo what you would add next.

Make your own game

Paradoja was built by paul Eduardo 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 Paradoja 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 Paradoja

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 browser-based 3D puzzle game titled “Paradoja de Perspectiva” (Paradoja). Use Three.js or an equivalent 3D engine, with a dark navy background and subtle fog. Show a top-down/angled perspective camera looking at a flat rectangular playfield: a blue ground slab with a blue perspective grid, soft shadows, and simple geometric materials. The player is a small glowing yellow-gold sphere with a dark circular shadow directly beneath it. The goal is a black circular hole in the ground outlined by a bright cyan glowing ring. Pink-red rectangular wall blocks form maze-like barriers between the sphere and the hole.

The defining mechanic is that the player does not move with ordinary movement controls. The player’s apparent screen position is preserved while the camera moves: when the orbit camera is dragged to rotate, or zoomed with the mouse wheel, project the ball’s previous screen coordinates back onto the ground plane and reposition the actual ball in world space. This makes the ball seem visually stationary while camera changes can place it on the other side of walls. The camera should use orbit controls around the center, allow rotation and damping, disable panning, and support zooming between a close distance and a far distance. When the camera distance is greater than 11, display the rule “PERSPECTIVA ROTA — colisiones ignoradas” and disable obstacle collision checks; at closer distances display “mundo normal” and enforce collisions. The ball should be considered solved when it comes within roughly 0.86 world units of the hole. There is no conventional ball steering, enemy, timer, health, or fail state: the puzzle is solved by manipulating perspective and zoom.

Include exactly three sequential levels. Level 1 starts the ball at approximately (-11,-8) and places the goal at (10,8), with five pink walls: horizontal barriers near (-5,-6), (4,3), and (0,6), and vertical barriers near (-1,-2) and (8,-3). Level 2 starts at (-11,8), goal (10,-8), with six alternating horizontal and vertical barriers spanning the route, including walls around (-5,6), (-1,2), (4,-2), (8,-6), (-7,-3), and (0,-7). Level 3 starts at (-11,0), goal (11,0), with five tall alternating vertical barriers around x=-7,-3,1,5,9, alternating their z placement above and below the center path. Build the barriers as raised rectangular blocks with pink/red emissive shading and shadows.

HUD: overlay fixed translucent dark panels with rounded corners and thin pale-blue borders. At upper left show the title “Paradoja de Perspectiva” and Spanish instructions explaining that the ball is moved with the camera, that dragging rotates, the wheel zooms, and the ball’s image can remain the same while its world position changes. At upper right show the current level out of 3, attempt count, the current rule text, and a “Reiniciar nivel” button. Reset increments attempts and rebuilds the current level. On reaching the goal, show a centered translucent panel with “Nivel superado” for levels 1–2 and “¡Has roto la lógica!” for level 3, explanatory Spanish text, and a button labeled “Siguiente nivel” or “Jugar de nuevo” on the final level. Advance through all three levels, then loop back to level 1.

Use a clean minimalist neon sci-fi visual style: navy world and fog, blue grid and cyan goal ring, gold player, and magenta obstacle walls, with hemisphere, directional, and cyan rim lighting and soft shadows. Make the layout responsive. On coarse/touch screens, show the existing on-screen D-pad-shaped directional control and minus/plus zoom buttons at the bottom, styled as translucent blue controls; the important functional interaction remains orbit-camera dragging and zooming. Render the world full-screen behind the Spanish HUD.

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