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Arcade › Prism Shift
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 Shift yet. Play it, then tell Oleg Sidorkin what you would add next.
Prism Shift 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 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.
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 browser-based puzzle game titled “Prism Shift” with a polished dark navy, neon-blue visual style. The game is a square tile-rotation network puzzle viewed straight-on from above, with no camera movement. Center a responsive square board inside a rounded glassy panel. The board is a dynamically sized grid: it starts at 5×5 and increases gradually with level, up to 7×7. Each cell contains a pale blue-gray network tile made from one or more thick rounded line segments extending from the cell center toward the four cardinal directions, with a circular hub at the center. Tile shapes include straight lines, corners, T-junctions, and other multi-branch combinations generated as a connected network. Every tile starts randomly rotated. The objective is to rotate every tile until the entire board forms one valid connected network: every branch must connect reciprocally to the neighboring tile, no branch may point off the edge of the board, and all cells must be reachable from the top-left cell. Clicking/tapping a cell rotates only that tile clockwise by 90 degrees and increments the move count. The selected cell is outlined with a bright yellow rectangular border. Support keyboard navigation with the Arrow keys, wrapping around board edges, and rotate the selected cell with Space or Enter. The top-left cell is the network origin used for showing connectivity. Use connectivity feedback while solving: cells connected to the top-left origin glow cyan/light blue with a subtle blue aura, their hubs become very pale cyan, and disconnected cells remain muted slate gray with gray hubs. Use a very dark blue gradient board background, subtly separated cell squares, thick rounded strokes, and a clean modern neon puzzle aesthetic. The board should be responsive and square, with touch input enabled. Above the board, show the title “Prism Shift” and the subtitle “Rotate every tile so all paths form one connected network.” Display pill-shaped HUD counters for Level, Moves, and Best. Track the current level, number of moves, and the best (lowest) move count for each level, persisting best scores in browser local storage. Include a footer hint reading “Click a tile to rotate · Arrow keys move selection · Space rotates” and two buttons: “Reset” and “New Puzzle,” styled as rounded modern buttons; both should produce a newly generated puzzle in the implemented behavior. Generate puzzles procedurally by building a randomized connected spanning network from the top-left cell, optionally adding a small number of extra neighboring connections, then randomly rotating each tile. On a valid solve, stop further tile rotation, record the best score, show a centered overlay card reading “Network complete!” and “Solved in N moves,” then automatically advance to the next level and generate a larger/different puzzle after a short delay. Keep the interface minimal, responsive, and playable with mouse, touch, and keyboard.