Skip to content

Arcade › Remix of a game

Remix of a game

  • match-3
  • puzzle
  • mobile
  • arcade
  • casual
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Adrian Barceló vilchez built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Remix of a game yet. Play it, then tell Adrian Barceló vilchez what you would add next.

Make your own game

Remix of a game was built by Adrian Barceló vilchez 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 Remix of a game 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 Remix of a game

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 mobile match-3 puzzle game titled “Gem Cascade” (the page may display the title subtly as a small letter-spaced label if desired). Use a dark navy full-screen background and a responsive, centered square 8x8 board that fills the available space between a compact header and footer. The board should have a deep indigo base with alternating very subtle checkerboard cells and rounded outer corners. Each cell contains one glossy, strongly colored gem, with generous spacing so the board reads clearly on a phone.

Gameplay: begin with 25 moves and a randomly generated 8x8 board containing six gem types. Ensure the initial board has no automatic matches of three or more and always has at least one legal adjacent swap; if there are no legal moves after play, reshuffle the existing gem types into a playable match-free arrangement, or deal a fresh valid arrangement as a fallback. The player can interact by either dragging a gem toward one orthogonally adjacent cell or tapping one cell and then tapping an adjacent cell. A selected cell gets a pulsing white rectangular outline. Only orthogonal neighboring swaps are allowed. If the swap does not produce a match and does not involve a power gem, animate the swap briefly and then return the gems to their original positions, without consuming a move. If it makes a match, consume exactly one move and resolve the board.

Match rules: detect every horizontal and vertical straight run of 3 or more identical gem types. Clear all matched gems with a short pop/fade animation, award points, then collapse each column downward under gravity and spawn new random gems from above with a falling animation. Continue resolving any new matches created by the fall as a chain/combo before returning to input. Score each clear using the actual style of scoring: for a clear of n gems, base points are n*10 plus max(0,n-3)*20, multiplied by the current chain number; show a floating “+points” popup near the cleared area and briefly show a matching message in the footer. Chain clears should display “Chain xN! +points” and use a gold/yellow popup/message; ordinary clears can display “+points”.

Power gems: when a horizontal run of 4 or more is cleared, leave one of its matched cells behind as a row-clearing power gem; when a vertical run of 4 or more is cleared, leave one behind as a column-clearing power gem. Prefer a gem involved in the player’s swap as the host, otherwise use a central matched gem. Power gems can always be swapped/playable, even if the swap does not otherwise form a line. When a power gem is cleared or activated, clear every gem in its whole row or whole column, and allow this to chain into other power gems. Visually mark power gems with a bright white pulsing halo ring and a white bar with arrowheads indicating the blast direction; rotate the mark for column-clearing powers. Preserve the power gem’s underlying color and shape.

Gem art: render the six types as glossy gradient vector shapes with a small translucent white highlight near the upper-left, a dark translucent outline, and smooth polished arcade styling. Type 1 is a pink/red circle (gradient around #ff5d78 to #c11f3e). Type 2 is a blue diamond (around #63b8ff to #1f5fc1). Type 3 is a rounded green square (around #5fe6a0 to #199f5c). Type 4 is a yellow upright triangle (around #ffdc5c to #d19a10). Type 5 is a purple hexagon (around #c288ff to #7233c9). Type 6 is an orange five-point star (around #ffa15c to #d15a11). Gems should be approximately 72% of a cell radius/width visually, with the triangle, hexagon, diamond, circle, rounded square, and star clearly distinguishable. Use subtle gradients, outlines, and highlights rather than flat colors.

HUD/layout: at the top, show two compact dark blue-purple gradient stat cards with thin blue-violet borders and rounded corners: “SCORE” over the current numeric score and “MOVES” over the remaining move count. Use large bold tabular numerals. When 5 or fewer moves remain, tint the moves number red/pink. At the bottom, show a gold/yellow status message area on the left and a rounded dark blue “Undo” button on the right. Disable Undo until a successful move has occurred; a successful move stores a snapshot of the board, score, and moves before that move. Undo restores that prior state, restores the consumed move and score, clears any chain/selection, and is available only once for the latest successful move. During animations, disable input and Undo.

End state: after the 25th consumed move finishes resolving, show a centered overlay over the board with a very dark translucent navy backdrop and rounded corners. Display “Out of moves”, “Final score”, the final score in gold, a “Play again” button, and an “Undo last move” button only when an undo is available. Play again resets score to 0, moves to 25, clears undo state, deals a fresh valid board, and hides the overlay. Include short synthesized interface sounds if supported: a soft tone on swaps, a different tone on successful clears/chains, and a lower error tone when an invalid swap returns.

Use smooth animation: approximately 0.16 seconds for swaps, 0.22 seconds for gem clearing, easing the swap motion, floating score text upward and fading over about 0.9 seconds, and natural accelerating column drops. Make the board square and responsive to portrait phones and resizing, preserve touch interaction without scrolling or browser tap highlights, and keep the clean dark indigo, colorful glossy-gem visual style shown in the reference.

More free browser games

Browse the whole Arcade →