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Arcade › Purple Pile
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 Purple Pile yet. Play it, then tell Oleg Sidorkin what you would add next.
Purple Pile 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 Purple Pile 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.
Recreate “Purple Pile” as a mobile-friendly 3D match-3 puzzle viewed from a fixed, slightly elevated perspective camera looking down at a circular purple play stage. Use a clean glossy low-poly toy aesthetic: vivid flat purple background with matching purple fog, a raised/floating-looking lavender-purple circular platform with a thin warm gold rim, soft shadows, warm orange key lighting plus white rim light, and smooth plastic-like materials. Populate the platform with a dense pile of toy objects arranged in a broad radial spread and at varied heights: orange-and-white traffic cones, white cups, layered round cakes with pale frosting and pink/brown bands plus small orange toppings, toy bunnies, and small box-like machines. Use real low-poly toy models if available, but provide glossy simple geometric fallbacks so the scene remains playable. The toys should be individually selectable, gently bob vertically and slowly rotate while they remain in the pile; the whole pile subtly sways. Start with 45 objects, arranged in groups of three of the same type, shuffled so the level is fully clearable. On later levels increase the object count by 15 up to 90, spread the pile wider, slightly increase its height, and make the bobbing/spinning motion faster; reduce the timer by 10 seconds per level, with a minimum of 60 seconds (level 1 is 125 seconds). Do not require camera movement or character movement. The core interaction is pointer/tap selection: when the player taps a visible toy, animate it into the next open position in a seven-slot tray at the front/bottom of the 3D scene. The countdown begins only on the first toy tap. Keep the tray ordered and compacted after removals. When three identical object types are present in the tray, immediately clear those three with a brief upward/shrink animation and a burst of small glowing yellow sparkles, award 100 points, and update progress. If another triple is made within six seconds of the previous triple, award an increasing speed streak bonus (50 points times the streak count) and add bonus time (2 seconds plus streak count, capped at 6 seconds). The level is completed when all objects are cleared; bank the remaining time as 5 points per remaining second, show a level-clear modal, and let the player start the next level without reloading. The player loses if the seven-slot tray fills before a clearing move or if the countdown reaches zero; show a retry modal for the current level. Objects cannot be selected while paused or after game over. Build a readable HUD over the 3D scene. Put a rounded pause button with a pause icon at the top left and a rounded settings gear button at the top right. At top center show a large countdown timer and a horizontal progress bar whose gradient runs yellow/orange/pink; place star milestone markers at 33%, 66%, and 100%, lighting each star as progress reaches its milestone. Beneath it show text such as “Level 1 · Score 0 · 45 left · Tray 0/7”. At the bottom center add a large fixed, rounded orange/cream tray HUD with seven clearly visible slots that mirror the 3D tray; fill slots with simple type-specific icons or symbols for cone, cup, cake, bunny, and machine. Show temporary centered messages above the tray for level start, triple matches, speed bonuses, and level completion. Pause and settings open a centered translucent overlay with a light rounded panel, explanatory text, and a button to resume; settings should report the current level’s toy count, time, faster motion, and speed-triple rule. Use responsive safe-area spacing and pointer/touch events so it works on phones and desktop browsers.