Arcade › 推箱子
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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 portrait-oriented, single-screen Sokoban puzzle game titled "PushBox". Use a dark charcoal page background (#1a1a1a), light gray/white sans-serif text, and a centered layout optimized for mobile. At the top show the bold heading "PushBox". Below it, render a crisp pixel-art canvas exactly 320x280 pixels (8 columns by 7 rows, 40px cells), with a subtle dark border. The board is a fixed rectangular grid in a top-down orthographic view: every level has a solid wall border and dark tiled walkable floor inside. Draw walls as gray blocks with darker top/left inset shading and lighter inner faces; draw floor tiles dark gray with a slightly lighter inset, preserving visible grid seams. Disable smoothing/preserve hard pixel edges. Implement classic Sokoban movement on one tile per input. The player is a small blue square character with a simple two-eye white face and dark pupils. Boxes are salmon/brown square crates with a few lighter pixel highlights along their top and left edges. Goal targets are bright green inset squares: dark green outer square and vivid lime inner square. Targets are drawn beneath crates/player where applicable. The player can walk onto empty floor, but cannot leave the board, enter walls, or move into a crate unless the tile immediately beyond that crate in the same direction is free. A push moves the crate one cell and moves the player into its former cell; crates cannot be pushed through walls or other crates. There is no undo, score, timer, lives, inventory, or combat. Provide four large dark-gray on-screen directional buttons in a centered D-pad below the board: up in the top row, left and right in the middle row, down in the bottom row, with empty spacer positions around them. Buttons are approximately 70x70px, have rounded corners, a 3px medium-gray border, white arrow glyphs, and become lighter while pressed. Add a centered rectangular RESET button beneath the D-pad, around 120px wide, with gray background, white text, and rounded border. Show a small gray status label between the board and controls reading "Level 1 / 5" (update it for the current level). Support both mouse/touch presses on the D-pad and keyboard arrows or WASD; the R key and RESET button reload the current puzzle. Prevent touch scrolling while interacting. Include exactly five handcrafted fixed 8x7 levels, advancing in order after completion and looping back to level 1 after the fifth. Use these layouts, where # is wall, . is floor, @ is player start, $ is crate, and * is target: Level 1: ######## #......# #.@....# #..$...# #......# #...*..# ######## Level 2: ######## #*.....# #.$....# #..#...# #..@...# #......# ######## Level 3: ######## #......# #.@.$..# #..$...# #..*...# #..*...# ######## Level 4: ######## #......# #..@...# #..$*..# #.#$...# #..*...# ######## Level 5: ######## #*.....# #.$....# #..#...# #..@$..# #..*...# ######## A level is solved when every crate occupies a target. On solving, play a brief ascending celebratory two-tone sound and display a full-screen very dark translucent overlay. Center a dark dialog with a medium-gray border, rounded corners, and centered text. For levels 1–4, show "Level Complete!", a message such as "Great job! Ready for level N?", and a green "NEXT LEVEL" button. On level 5 show "All Levels Complete!", "You solved every puzzle!", and change the button to "PLAY AGAIN"; clicking it starts level 1. Reset and next-level actions should hide the dialog. Add simple synthesized arcade sounds: a short low tone for ordinary movement, a different sawtooth-like tone for pushing a crate, a low reset tone, a transition tone, and the two ascending victory tones. Keep the visual style minimalist, flat, dark, and pixel-art-like, matching the compact screenshot: board centered near the top, controls below, and generous unused dark space beneath on a tall viewport.