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Arcade › Prism Lab
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Prism Lab yet. Play it, then tell Oleg Sidorkin what you would add next.
Prism Lab was built by Oleg Sidorkin 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 Prism Lab 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.
Create a playable 3D sci-fi laser-mirror puzzle called "Prism Lab". Show a connected space-station complex on the upper surface of a large gray, high-poly moon/asteroid, with black space and dense cool-white/blue star particles in the background. Use a fixed elevated perspective camera looking down at the station, with orbit controls allowing limited rotate/zoom but no pan. The station should be built from free-standing futuristic modular props: left and right habitation/lab pods, a central pressure-corridor layout, an upper geodesic receiver dome, a lower long reactor room, several connector tubes, cyan-edged dark deck tiles, low perimeter supports, exterior solar-panel arrays, and roof antennas. Keep the center gameplay grid visually readable rather than filling it with walls. Use a dark navy/teal metallic palette with cyan emissive accents and soft directional moon lighting; the overall style is polished low-poly space-kit sci-fi. The moon should visibly curve away toward the edges and include geometry-based craters, crater rims and terraces, crater chains, ridges, shallow rilles/grooves, and subtle surface undulation. Do not use a flat ground plane or separate decorative rocks in the final terrain. The core game is a grid-based laser routing puzzle. The station footprint has a left lab, center corridor, right lab, upper receiver room, lower reactor room, and pressure connectors. Each level starts unsolved. Place a glowing thunder-shaped laser emitter on a small pad at the left side, several glowing spherical receiver cores, rotating solar-panel-style mirror pieces, and crate-like equipment blockers. A bright red/pink laser beam begins at the emitter and traces across the station. It travels in straight lines, reflects from mirror segments, passes through receiver cores while continuing, and stops when it hits a blocker; if it misses everything, extend the beam outward. Draw the beam as a vivid red line with a pale pink secondary glow and small impact dots. A receiver becomes lit cyan/green with a brighter halo when the beam intersects it. The objective is to light every receiver simultaneously; there is no timer. Provide exactly two layouts/levels and allow advancing to the next layout after solving. Level 1 is named "Orbital Intake Deck": emitter at grid position (-7,0), facing right; receiver cores at (-1,3), (1,5), and (2,1); rotatable mirrors at (-1,0), (-1,5), and (2,5), initially at 0°, 90°, and 0°; equipment blockers at (-6,2), (-4,-2), (0,-1), (4,1), and (6,-2). Level 2 is named "Reactor Bypass": emitter at (-7,-1), facing right; receivers at (0,-3), (1,-5), and (6,1); mirrors at (0,-1), (0,-5), (2,-5), and (2,1), initially at 90°, 0°, 90°, and 0°; blockers at (-5,1), (-2,0), (1,0), (4,-1), and (7,2). Mirror reflection uses the mirror's current snapped orientation in 45-degree increments. The verified intended solutions are Level 1: mirror (-1,0)=45°, (-1,5)=45°, (2,5)=135°; Level 2: (0,-1)=135°, (0,-5)=135°, (2,-5)=45°, (2,1)=45°. Interaction: click/tap a mirror to select it, showing a cyan selection ring and its current angle in the HUD. Rotate the selected mirror in 45° steps with compact counterclockwise/clockwise buttons, horizontal dragging, Q/E, A/D, or left/right arrow keys. R or Reset restores the current level's original layout. Test recalculates the laser and updates receiver hits. Space or Enter should also test. If no mirror is selected, rotation should prompt the player to select one. Include click/drag pointer interaction suitable for mobile. Use a compact sci-fi HUD over the scene. At the top, show the cyan spaced title "PRISM LAB", a status message, and compact pills for "Lv" with the current level number, "Targets" with lit/total count, and "Angle" with the selected mirror angle or an em dash. At the bottom center, show round rotate-left and rotate-right buttons around rectangular "Test" and "Reset" buttons. Add a small help line saying "Drag a selected mirror sideways • Q/E or ◀/▶ rotate • R resets". On success show a centered dark translucent popup with cyan/green border and glow, the heading "Lab solved", the text "Every receiver is lit.", and a "Next layout" button. Use translucent dark navy panels, rounded corners, cyan borders, teal-blue gradients, and bright cyan typography matching the screenshot. Include short click and laser feedback sounds if available. Expose game state with level, won, selected mirror, mirror angles, receiver hit states, and lit target count, and allow externally setting level, mirror angles, and selected mirror.