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Arcade › Royal Ludo
Click the game above and it runs right here in your browser. No download, no installer, no account needed. NISHAT MATUBBAR built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Royal Ludo yet. Play it, then tell NISHAT MATUBBAR what you would add next.
Royal Ludo was built by NISHAT MATUBBAR 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 Ludo 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 playable browser game titled “Royal Ludo” / “Royal Ludo Arena,” a polished two-player Ludo-style board game with a premium dark purple, gold, and jewel-tone visual theme. The game should open on a lobby screen: a dark #13051e page with a top navigation bar showing a dice icon and “Royal Ludo Arena” at left (Royal Ludo in gold), and a “2 Player • Premium Room” badge at right. Center a responsive lobby with two rounded panels. The left hero panel uses a purple gradient, subtle border and shadow, a gold “PRIVATE MATCH · 2 PLAYERS” eyebrow, large typography reading “Play bold. Win royal.” with “Win royal.” in coral/pink, and supporting copy about a premium Ludo experience. The right panel says “Enter the arena” and offers a prominent coral-to-gold “Create room” button, a room-code text field with uppercase letter spacing and a “Join” button, plus a “Play with AI takeover” secondary button. Explain that room codes are local/demo-ready rather than requiring a real server. When Create room or Play with AI takeover is selected, transition to the game screen and generate a six-character uppercase room code. The play screen should have a square canvas board centered between player panels. On desktop, show the first player card on the left and the second player card plus dice controls on the right; on mobile stack the cards above and below a board sized to roughly 95vw. The player cards are dark translucent purple rounded cards with avatar, name, turn status, a progress bar, and “0/4 home” style completion text. Player 1 is “You,” represented by 🦊 and coral/red pieces (#ff4966); player 2 is “Royal Bot” with 🤖 in AI mode or “Guest” with 🧑🏻🚀 in local two-player mode, using bright blue pieces (#39b6ff). Highlight the active player card with a gold border. Show the room code beside the board on desktop. Render the board in a 720x720 canvas inside a deep-purple rounded frame. Use a diagonal purple gradient from approximately #4b1d7b to #1c0a37. Draw four large 270x270 corner home/base quadrants: coral/red upper-left, blue upper-right, green lower-left, and yellow lower-right. Only the red and blue player pieces are playable; the green and yellow areas are decorative board colors. Around the center, draw a 52-space circular track with cream/white circular spaces, dark outlines, and gold-star safe spaces at track indices 0, 8, 13, 21, 26, 34, 39, and 47. Put a dark purple diamond-shaped center area labeled “ROYAL” in gold above “LUDO.” Place four numbered circular pieces for each player in their home area: red pieces in the upper-left at approximately (100,100), (190,100), (100,190), (190,190), and blue pieces in the upper-right at (510,100), (600,100), (510,190), (600,190). Pieces should be glossy-looking solid color circles with white outlines and small white numbers 1–4. Implement the actual turn-based rules shown by the game: each player has four pieces, initially off the track in their home base. Players alternate turns, beginning with player 1. Press “ROLL DICE” to produce a random value from 1 to 6 and show it as a large ivory dice tile using die-face symbols. A piece can leave base only when a six is rolled, entering track position 0 for player 1. A piece already on the track advances by the dice amount, and moves are valid only when the resulting progress is at most 57. Progress 57 is the home/finish position. Render finished pieces in the central home area: red around the left side of the center and blue around the right side. Clicking a valid piece on the canvas applies the move; clicking an invalid piece should do nothing except show a short toast message such as “এই গুটি এখন চালানো যাবে না”. If no valid move exists after a roll, automatically pass the turn after a short delay. A six grants the same player another turn; otherwise switch players. Use the standardized opposing start offset visible in the code: player 1’s pieces use the circular path directly, while player 2’s path is offset by 26 spaces, so the two colors travel opposite sides/positions of the same loop. On a non-safe space, if a moved piece lands on an opposing piece’s corresponding track location, send the opposing piece back to base. Safe star spaces prevent captures. A player wins when all four of their pieces reach progress 57. Display a centered dark-purple victory modal with a trophy emoji, “[player name] wins!”, match completion text containing the room code, and a “Play again” button that reloads the page. Add a compact pill-shaped HUD above the board that updates every fraction of a second. It should say “Your turn · Ns” or “Opponent turn · Ns,” with a 15-second turn countdown that resets as turns progress. If a player times out, automatically roll if needed and choose the first valid move, or pass if there is none. Disable the roll button when it is not the local player’s turn or a die is already waiting for a piece selection. In AI mode, automatically perform the bot’s turn after short delays, randomly choose a valid bot piece, and use the same movement/capture/win rules. Show a brief bottom toast for events such as “Six! Extra turn,” invalid movement, or missing room code. Support the local room flow reflected in the implementation: Create room starts a playable local match; Join accepts an uppercase room code and loads the locally stored AI demo state if available, otherwise reports “Room not found in this preview.” Keep the implementation responsive and touch-friendly: clicking/tapping the dice button rolls, and clicking/tapping near a player’s piece on the canvas selects it. Maintain the visual language throughout with rounded 14–28px corners, subtle translucent white borders, shadows, dark plum backgrounds, gold accents, coral highlights, and clean Arial-like typography. Do not add online multiplayer, extra player colors as playable players, power-ups, ads, or features not described here.