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Arcade › Path Shift

Path Shift

  • 2d
  • puzzle
  • sliding-block
  • casual
  • touch
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. Yasmeen Kalbouneh built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Path Shift yet. Play it, then tell Yasmeen Kalbouneh what you would add next.

Make your own game

Path Shift was built by Yasmeen Kalbouneh 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 Path Shift 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 Path Shift

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 responsive browser puzzle game titled “Path Shift.” It is a 2D sliding-block escape puzzle presented as a centered square 6x6 grid board. The player controls a colored red/coral horizontal block labeled “YOU”; the goal is to move it to the right edge of the board on the row containing the gold/brown “EXIT” tile. The board uses dark navy empty cells with rounded corners and subtle blue-gray borders, inside a dark blue gradient rounded panel with a soft shadow. The exit cell is the rightmost cell of the target row and is colored dark gold/brown with the word EXIT in pale yellow. Blocks are brightly colored rounded rectangles inset within their occupied cells, with a small glossy pale highlight strip near their top edge. Use a clean modern system sans-serif UI on a deep navy background.

Gameplay: Build exactly three predefined 6-column by 6-row levels. Blocks occupy integer grid cells and can only slide one grid cell at a time along their assigned rail direction, never rotate. The player drags blocks with mouse or touch/pointer input; horizontal blocks respond to meaningful horizontal drag distance and move left/right one cell when space is available, while vertical blocks respond to vertical drag distance and move up/down one cell. A move increments the Moves counter only when a legal one-cell movement succeeds. Blocks cannot leave the grid or overlap any other block. The hero is horizontal and can move horizontally. When the hero’s right edge reaches the board’s right edge and its top row equals the level’s exit row, solve the puzzle: show a translucent mint-green overlay across the board with centered dark text “PATH CLEAR!”, change the message to “Nice! The exit is open.”, and make the main navigation button say “Next level” or, after the third level, “Play again.”

Use these exact level layouts, expressed as [id, x, y, width, height, direction], with zero-based grid coordinates:
Level 1, exit row 2: hero [1,2,2,1,h], aqua [0,0,1,2,v], gold [2,0,2,1,h], violet [4,0,1,3,v], mint [3,3,2,1,h], orange [0,4,3,1,h], blue [4,4,2,1,h].
Level 2, exit row 3: hero [1,3,2,1,h], aqua [0,0,1,3,v], gold [2,0,3,1,h], violet [5,0,1,3,v], mint [3,2,2,1,h], orange [0,4,2,1,h], blue [2,5,3,1,h], pink [4,4,1,2,v].
Level 3, exit row 2: hero [1,2,2,1,h], aqua [0,0,1,2,v], gold [2,0,2,1,h], violet [4,0,1,2,v], mint [3,2,2,1,h], orange [0,3,3,1,h], blue [4,3,2,1,h], pink [0,5,2,1,h], lime [3,5,1,1,v].

Use these block colors: hero coral red #ff647c, aqua #54d6e6, gold #ffc857, violet #a986ff, mint #62e6a8, orange #ff9861, blue #6f9cff, pink #ff85c8, lime #b8ed6f. Render the hero label YOU in bold dark text centered in its rectangle; other blocks have no labels. Each grid cell should be about 3–6 pixels inset from its grid slot, with rounded corners, and blocks about 5 pixels inset, with rounded corners and a glossy top stripe.

UI layout: At the top, show the title Path Shift and subtitle “Slide blocks. Clear the red path. Reach the exit.” On the right, show two compact dark pills labeled LEVEL and MOVES, displaying the current level number and move count. Under the board show a muted instruction message initially reading “Drag a block along its rail.” At the bottom provide three rounded buttons: Reset, Hint, and a mint-green primary Next level. Reset reloads the current level and resets moves to zero. Next level advances only after solving; if unsolved it reloads the current level. After the final solved level it wraps back to level one and displays “Play again.” Hint temporarily changes the message to “Try moving the blocks away from the hero’s row first.” for about 1.8 seconds, then returns to the default instruction if the puzzle is not solved. Make the interface responsive, touch-friendly, and prevent page scrolling during board dragging; keep the square board centered and fit within the available viewport. The visual style should match the provided screenshot: flat colorful rounded blocks, dark navy grid, minimal modern HUD, no characters, no enemies, no timer, and no invented mechanics.

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