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Pawdoku

  • puzzle
  • logic
  • mobile
  • cute
  • casual
  • sudoku
  • web
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. ömer kaan karalı built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Pawdoku was built by ömer kaan karalı 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 Pawdoku 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 Pawdoku

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 mobile-first portrait web puzzle game titled “PAWDOKU” with the subtitle “Puppy Logic Puzzle.” Rebuild it as a polished, friendly puppy-themed logic game, using only a centered responsive play area no wider than about 520px. The overall background is a very light cream-to-lavender diagonal gradient. Use a rounded UI style with white translucent cards, soft shadows, pink accent color, muted purple-gray text, and large rounded buttons. The visual style should be cute, clean, pastel, and touch-friendly, with simple inline/cartoon SVG puppy faces rather than photographic art.

Main menu: At the top center show the large uppercase pink logo “PAWDOKU,” the subtitle, and a large golden/tan cartoon puppy head mascot with pointed ears, white eyes, dark pupils, a dark muzzle and smiling mouth. Below it put a rounded white menu card containing, in order: a prominent pink gradient button “PLAY LEVEL 1” (the label should reflect the next/current level), a pale yellow “DAILY PUZZLE” button, then white outlined buttons “LEVEL SELECT,” “PUPPY COLLECTION,” and “SETTINGS.” At the bottom show three small white statistic cards for levels cleared, stars, and daily streak, initially all displaying 0. Persist progress locally: current/unlocked level, completed levels, stars, selected puppy, settings, and daily completion/streak.

Core gameplay is a colored-region placement logic puzzle. The board is a square grid whose size increases with progression: levels 1–2 use 4x4; most early levels use 5x5 with some 4x4; later progression scales through 5x5, 6x6, 7x7, 8x8, and eventually 9x9. Each cell belongs to one of n differently colored contiguous-looking regions, with soft pastel colors cycling through lavender, mint, peach, blue, pink, and similar shades. The generated puzzle has exactly one intended solution: place exactly one puppy in every color/region, exactly one puppy in every row, and exactly one puppy in every column. Puppies also cannot touch diagonally or orthogonally: any adjacent cell contact is invalid. Display three rule cards above the board reading “1 PUPPY PER COLOR,” “1 PUPPY PER ROW & COLUMN,” and “PUPPIES CANNOT TOUCH,” with lavender, mint, and yellow backgrounds.

Gameplay screen: use a top bar with a back arrow on the left, centered title “Level N” or “Daily Puzzle,” and a settings gear on the right. Under it show a progress counter with a puppy icon and “0 / N” (updating as puppies are placed) and three heart/life icons; the player starts with 3 hearts. Center a white rounded square board with a small gap between cells and a soft shadow. Each cell is a rounded rectangle filled by its region’s pastel color. Tapping an empty cell in normal Puppy mode attempts to place a puppy. Correct solution cells show the selected cartoon puppy face scaled inside the cell, with a white inset outline and subtle shadow. Tapping an already placed puppy removes it. An incorrect placement—one that conflicts with row, column, region, adjacency, or the hidden intended solution—shakes/highlights the cell in red, plays a low error tone, optionally vibrates, and costs one heart. When hearts reach zero, show a bottom-sheet modal with paw icon, title “Take a Breather,” explanatory text “The puppies are cheering for you. Restart this level and try a new path.” and buttons “RETRY LEVEL” and “HOME.”

Below the board provide a four-button toolbar: “Undo” with a curved arrow, “Hint” with a lightbulb, “Puppy”/“X Mode” with a pencil, and “Restart” with a circular arrow. Undo restores the previous puppy/mark state. Hint identifies/highlights the next not-yet-placed solution cell with a brief scale animation, without automatically placing it. Restart regenerates the same level using the same seed. The pencil toggle changes to X Mode; in X Mode, tapping cells toggles gray-purple X marks to help eliminate candidates, and tapping a puppy removes it. Support right-click/context placement as an equivalent puppy action where relevant, but prioritize touch interaction.

When all n puppies are correctly placed, show a dimmed overlay and a rounded cream modal rising from the bottom. Include a celebratory puppy-and-sparkles icon, pink heading “PAW-SOME!”, and text such as “Level N complete in Ns.” Show three gold star dots. Buttons are “NEXT LEVEL” and “REPLAY”; for a daily puzzle use “BACK HOME” instead of next level and say “Daily puzzle complete!” Completing a normal level adds it to completed levels, awards 3 stars, advances the next level, and updates progress; completing the date-seeded daily puzzle updates the daily completion and streak.

Level Select screen: retain the same top bar with back arrow and “Level Select.” Show a vertically scrollable list of the first 30 levels as rounded white rows, with a paw icon for available levels and a lock for unavailable levels. Each row says “Level N” and a status such as “Completed · ★★★,” “Ready to play,” or “Clear earlier levels.” Only levels up to the current progression are enabled.

Puppy Collection screen: show ten selectable cartoon puppy breeds in a scrollable list: Golden Retriever, Corgi, Shiba Inu, Beagle, Husky, Pug, Dalmatian, Border Collie, German Shepherd, and French Bulldog. Each row has a small distinct SVG-style puppy face, breed name, and either “Unlocked” or “Unlock at level …”; locked rows are grayed out and their select button disabled. The selected puppy is used both in the menu mascot and on puzzle cells. Start with the first puppy unlocked and selected; unlock more as level progress is earned.

Settings screen: show rounded white rows with toggles for “Sound effects,” “Music,” and “Vibration,” plus a “Progress” row summarizing cleared levels and stars, and a pale yellow/cream “RESET PROGRESS” button that confirms before clearing saved progress. Sound effects are short soft synthesized beeps for taps, errors, hints, and wins; music is only a stored toggle and need not play a complex soundtrack. Include responsive behavior for small heights: reduce logo and mascot size and tighten spacing. Use clear focus outlines and accessible button labels, while preserving the original pastel puppy-app appearance.

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