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Photon Foundry

  • 3d
  • puzzle
  • laser
  • sci-fi
  • reflection
  • interactive
0
Remix it Discord

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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. hung tran built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Photon Foundry yet. Play it, then tell hung tran what you would add next.

Make your own game

Photon Foundry was built by hung tran 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 Photon Foundry 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 Photon Foundry

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 playable 2.5D sci-fi laser-reflection puzzle titled "Photon Foundry". Show a fixed, elevated three-quarter perspective camera looking down at a small rectangular 8-column by 6-row futuristic tabletop grid. The board is made of cool blue-gray metallic floor panels with thin cyan grid lines and a raised space-station-style rim/wall around all four edges, floating against a very dark blue-black background with subtle fog. Use a clean, polished Three.js-like 3D presentation with soft cool lighting, shadows, metallic materials, cyan emissive accents, and a dark translucent HUD overlay in the upper-left.

The core objective is to guide one continuous horizontal laser beam from a sci-fi emitter at the left side of row 2 through all three receiver targets simultaneously. The beam should be visibly rendered as a bright pink/red thin core with a softer magenta glow, and it should be recomputed immediately whenever a mirror is moved or rotated. The puzzle is solved only when all three targets are lit at once. Lit targets should change from dark inactive receiver rings/orbs to bright mint-green/cyan glowing rings and orbs, gently pulse, and the HUD should show "Targets: 3 / 3" and change the beam status to "Solved". Display a temporary bottom-center "Puzzle solved" toast when the solution is reached.

Place three target nodes at grid coordinates (column 1,row 2), (column 3,row 3), and (column 1,row 4), using zero-based grid coordinates. Each target is a small dark circular receiver with a torus ring and raised orb. Place five glowing circular candidate mirror slots at (3,2), (3,4), (5,1), (1,1), and (6,3). The slots should be cyan/blue emissive rings that subtly rotate and brighten or enlarge when a dragged mirror is over a valid slot. Place three pedestal-mounted rectangular metallic mirrors: mirror_alpha begins at (5,1), diagonal '/', movable and rotatable; mirror_beta begins at (3,4), diagonal '\\', fixed in position but rotatable; mirror_gamma begins at (1,1), diagonal '\\', movable and rotatable. Each mirror should visibly consist of a short dark circular base, a raised reflective pale-cyan rectangular plate, and a small orientation marker/arrow. The plate rotates between the two diagonal orientations, and the selected mirror receives a brighter cyan highlight.

Implement accurate 2D grid ray logic on the tabletop: the emitter starts at the center of (0,2), with the beam beginning just left of that cell and traveling right. When the ray intersects a mirror's diagonal segment, reflect it according to that mirror's '/' or '\\' orientation; continue for multiple bounces, testing mirrors, targets, blockers, and the board boundary. A target counts as hit if the beam segment passes within its small radius, and all target states must be recalculated together. If the beam strikes a blocker, stop the beam there and emit a brief burst of small yellow/red sparks that rise and fade. Include solid-looking sci-fi blocker props on the board: generator-like machines at (5,2) and (4,4), plus a satellite-dish-like blocker at (6,0). These props should block the laser but should not be draggable.

The intended puzzle solution is: drag mirror_alpha from (5,1) to the glowing slot at (3,2), rotate it to '\\'; rotate mirror_beta at (3,4) to '/'. With those settings, the beam should hit target A at (1,2), reflect down through target B at (3,3), reflect left through target C at (1,4), lighting all three together. Mirror_gamma remains a movable decoy and may be dragged to another valid empty glowing slot, but is not required for the solution. Only allow movable mirrors to be dropped onto the five candidate slots, snap them to the selected cell, reject occupied or invalid destinations and return them to their previous slot if the drop is invalid.

Support mouse and touch interaction. Drag a movable mirror by pointer/touch onto a valid glowing slot; while dragging, lift it slightly above the board and show the hovered-slot highlight. A click/tap without meaningful movement rotates the selected mirror. Provide an upper-right "ROTATE" button that rotates the selected rotatable mirror, and a "RESET" button that restores every mirror's original position and orientation and clears the solved state. Also support keyboard shortcuts: Q, E, or Space rotates the selected mirror; R resets the puzzle. Clicking empty board space clears mirror selection. Do not add lives, score, timer, ammo, or unrelated gameplay systems.

The HUD should contain the title "PHOTON FOUNDRY", instructional text reading essentially "Drag movable mirrors onto glowing slots. Click or tap a mirror to rotate it. Guide the laser through every target at the same time.", pill-shaped status chips for "Targets: 0 / 3" and "Beam live", and the two controls "ROTATE" and "RESET". Make the HUD responsive: on narrow screens keep the panel compact and move the buttons toward the lower-right. Use procedural geometry for the laser, target glows, mirror plates, slot rings, grid lines, and sparks, and use a Kenney-like modular space-station floor/wall and sci-fi machine/dish aesthetic for the tabletop props.

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