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Arcade › Royal Flush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. 4d4xrxtxtxtx built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Royal Flush yet. Play it, then tell 4d4xrxtxtxtx what you would add next.
Royal Flush was built by 4d4xrxtxtxtx 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 Royal Flush 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 mobile-first 3D puzzle game titled “Royal Flush” in Three.js. Use an orthographic, almost top-down camera looking at a square pipe board from above, with the board floating over a dark purple radial-gradient background. The scene should have soft shadows, warm cream/yellow lighting, pink accent lighting, fog, and a large slightly beveled circular/cylindrical purple platform beneath the tiles. Keep the camera framing responsive so the board remains visible on portrait and landscape screens. The core game is a silly plumbing-kingdom pipe-rotation puzzle. Show a square grid of raised purple square tiles, spaced evenly on the circular platform. Each tile contains a gold/yellow pipe piece made from a central fitting and arms extending in one or more of the four cardinal directions (straight, corner, T, cross, or dead-end shapes), with pale caps on the pipe ends. Give the pipe pieces googly eyes: two white spherical eyes with dark pupils on each tile. The source tile has a small glowing pink cone/hat marker, and the destination tile has a pale ring/bowl marker. Tiles should gently bob and their circular inset tops should subtly animate; tapping a tile should rotate its pipe clockwise by 90 degrees with a smooth visual rotation. Generate each level procedurally as follows: create an N×N grid, where levels 1–2 use 4×4, levels 3–5 use 5×5, and level 6 onward uses 6×6. Carve a randomized spanning tree through the grid using depth-first search. Choose two far-apart cells in that tree as the source and destination. The tree’s connections define each tile’s solved orientation, then independently scramble every tile by a random 0–3 quarter-turn rotation (ensure at least one tile is moved). The goal is to restore the orientations so every pipe connection is reciprocal with its neighboring tile, no pipe points off the board, every tile is connected/powered from the source, and the destination is powered. When a tile is powered, tint its tile brighter purple and its pipe bright pale green with a green emissive glow; unpowered tiles retain purple tiles and gold pipes. Only declare victory when all tiles are powered and all connections are valid. At the top, overlay a dark translucent rounded panel HUD. Show a Level label and the current number, plus a Mission label with text in the format “Rotate the pipes to connect the [funny source machine] to the [funny destination].” Randomly choose source names from Bean Blaster, Soup Hose, Mayo Reactor, Pickle Pump, Sausage Computer, and Burrito Engine; choose destinations from Royal Toilet, King Tub, Disco Bidet, Goblin Jacuzzi, Mayor Mouth Tube, and Emergency Hot Dog Sink. In the middle/lower area show another translucent rounded message card with rotating comedic chatter such as “The plumber clown says this looks legally questionable.”, “A duck inspector is judging your pipe ethics.”, “The toilet demands snacks and emotional support.”, “This machine runs on beans and poor decisions.”, “One wrong turn and the kingdom gets soup in its socks.”, or “A raccoon CFO approved this pipeline somehow.” At the bottom provide three large rounded touch buttons: yellow Reset, cyan Hint, and pink Next. Reset should reshuffle all current tile rotations and display “Everything got scrambled by a mischievous plunger. Fix it again.” Hint should find a tile whose current orientation differs from its original solution orientation, rotate one such tile clockwise once, briefly pulse/scale that tile, and show a small “Hint used” toast plus the message “Hint deployed. One tile just had a nervous breakthrough.” If no tile is wrong, show a short “One burp away” toast. Next should always advance to a freshly generated next level; before solving it is labeled “Skip,” and after solving it is labeled “Next Level.” After solving, change the hint button label to “Dance”; pressing it should show “Everybody wiggles because the plumbing recital was a hit.” and trigger celebratory confetti. On victory, show a “Puzzle solved” toast, choose one win line such as “Success. The toilet applauds with alarming confidence.”, “Pipeline complete. The bean prophecy has been fulfilled.”, “You fixed it. The kingdom can flush in peace again.”, “Outstanding. The bidet choir has begun singing.”, or “Victory. Somewhere, a duck got promoted.”, and emit colorful glowing square confetti that rises, spins, falls, and disappears. Support pointer/touch tapping on tiles and keyboard fallback controls: R resets, H uses a hint, and N advances. Use large accessible buttons, responsive safe-area padding, dark translucent panels with subtle borders and blur, cream text, yellow level number, and high-contrast pink/cyan/yellow button gradients. Prevent page scrolling and make the interface comfortable on phones. Include a small temporary rounded toast near the bottom for status messages. Do not add unrelated combat, scoring, lives, timers, or inventory systems.