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Arcade › Petal Pantry
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Game Dev Telugu Offl built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Petal Pantry yet. Play it, then tell Game Dev Telugu Offl what you would add next.
Petal Pantry was built by Game Dev Telugu Offl 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 Petal Pantry 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.
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.
Rebuild a cozy single-screen web puzzle game titled “Petal Pantry.” Use a centered, responsive glassy white/cream panel over a full-viewport vertical pastel gradient background: warm blush/peach at the top fading to pale lavender at the bottom, with two very soft blurred colored circular glows in opposite corners. The panel should have rounded corners, translucent white fill, subtle white border, blur, and a gentle purple-gray drop shadow. Keep the visual style soft, friendly, minimal, and mobile-friendly, using a rounded system sans-serif font and dark muted mauve text. At the top of the panel, show the small uppercase eyebrow “COZY MERGE DAY,” the large heading “Petal Pantry,” and the subtitle “Tap groups of matching charms to blend them into something sweeter.” Place a pill-shaped white “New Day” button to the right on wide screens and beneath the heading on narrow screens. Pressing it resets the board, score, moves, best charm, goal status, and messages. Below the header, show three rounded stat cards in a three-column row labeled “Score,” “Moves,” and “Best Charm.” Start Score and Moves at 0. Best Charm initially reflects the highest tile currently on the board (normally Sprout). Beneath them show a rounded goal card with “Today’s cozy goal,” a bold goal line reading “Make a Cottage charm,” and a hint/message area initially reading “Tap any cluster of 2 or more matching tiles.” The main game is a 6-by-6 grid of clickable square charm tiles inside a rounded, translucent white board tray. Give each tile a soft pastel gradient, rounded corners, subtle shadow, centered emoji icon, bold charm name, and a small level label such as “Lv 1.” The seven tile levels, in order, are: level 1 Sprout (🌱, pale green #d9f3d2), level 2 Bloom (🌸, pink #ffd7e6), level 3 Teacup (🍵, pale blue #d6ebff), level 4 Pillow (🧺, cream/tan #f5e2ca), level 5 Moon (🌙, pale lavender #e5dcff), level 6 Cottage (🏡, warm cream/orange #ffe4bd), and level 7 Starhouse (✨, pale yellow #fff0ad). The initial 36 tiles are randomly generated, weighted toward level 1, then level 2, with occasional level 3; never initially use levels above 3. Ensure the initial board has at least one valid merge, shuffling the tile levels if necessary. Core interaction: tapping a tile finds the orthogonally connected cluster of adjacent tiles with the same level (up, down, left, right; no diagonal connections). A cluster of two or more is valid. Remove every tile in that connected cluster, then turn the tapped tile’s position into one tile one level higher, capped at level 7. Collapse each column downward to fill gaps, then generate new random tiles in the empty spaces at the top, using the same weighted random-level behavior (with a small increasing bias toward level 2/3 as moves accumulate, but still only generating the basic early levels). Increase Moves by one. Add score using this exact behavior: current level × cluster size × 12, plus 10 for each tile beyond the first two; in formula form, level * size * 12 + max(0, size - 2) * 10. Update Best Charm to the highest level ever present. If the tapped tile belongs to only a single tile, do not change the board, score, or moves. Briefly wobble that tile and change the hint to “That one needs at least one matching neighbor.” For a valid merge, briefly animate the resulting/tapped tile with a soft scale-up bloom and set the message to “Merged [number] tiles into a [new charm name].” If the board has no valid cluster after a move, automatically shuffle all existing tile levels across the 6-by-6 positions and say “No matches left, so the board got a gentle shuffle.” When the player creates a level 6 Cottage for the first time, mark the goal reached, add a 150-point bonus, show a non-interactive centered celebration card over the board reading eyebrow “GOAL REACHED,” heading “You made a Cottage charm,” and “Keep playing for a calmer, higher score.” Also set the message to “Goal reached — keep going and make the pantry sparkle.” The game remains playable after the celebration and can continue toward the level 7 Starhouse. Use hover/focus lift effects and a slight pressed scale on tiles and the New Day button. Include accessible button labels that identify each tile’s charm and level, and a grid role for the board. Keep the layout constrained to a roughly 540px-wide panel, with comfortable spacing, rounded stat/goal cards, and responsive behavior so the header and goal card stack on small screens. Prevent the page from becoming a scrolling game board on typical viewport sizes, while allowing the panel to fit mobile screens. Do not add timers, lives, swaps, drag controls, power-ups, sound, inventory, or any other mechanics not described here.