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Arcade › Snap Shop
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Emrik Roundtree built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Snap Shop yet. Play it, then tell Emrik Roundtree what you would add next.
Snap Shop was built by Emrik Roundtree 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 Snap Shop 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.
Rebuild a browser-based 3D tabletop puzzle game titled “Snap Shop” using a fixed, slightly elevated perspective camera looking toward the back of a toy workshop table. Use a clean, soft-lit toy-box style: warm off-white studio backdrop and floor, pale blue circular rug, a large cream workbench with wooden trim/rails, four blue trays with wooden lips, soft shadows, and a dark blue wall sign reading “SNAP SHOP.” Dress the background with workshop furniture props (desks and chairs) and two small blocky animated character mascots on a rear shelf; they idle during play and briefly cheer when the player wins. Keep the camera fixed; the player interacts by mouse or touch with the tabletop pieces rather than moving the camera. On the table, place three small, handless toy figures in a row at left, center, and right. Each has a differently colored body: figure 1 coral/pink with purple trim, figure 2 turquoise/teal with dark teal trim, and figure 3 yellow/orange with brown trim. Build each figure procedurally from simple primitives: a round base, short legs, capsule torso, belt ring, distinctive head shape (sphere, cylinder, or dodecahedron), two small white eyes, and short left/right arm stubs. At each wrist, show a bright pulsing glowing socket ring and core. Label the figures “FIG 1,” “FIG 2,” and “FIG 3.” Provide six loose stylized hand pieces on the table in the trays/rear tray positions, two for each figure: a left and right hand. Each hand is a small toy-like assembly made from a pale palm block, fingers, thumb, colored cuff matching its target figure, a dark peg, and a visible piece label such as “1 L” or “2 R.” Shuffle their tray positions and starting rotations whenever a round starts. The six pieces should gently bob when idle. A selected piece lifts above the table, enlarges slightly, gets a bright highlight ring, and follows the pointer on a horizontal drag plane while clamped to the tabletop bounds. The core objective is to complete all three figures by attaching all six correct hands before the 75-second round timer expires. Start with a full-screen translucent start card explaining the puzzle and controls, with a prominent “Start Assembly” button. Once started, show a HUD: upper-left “Snap Shop,” figures completed out of 3, hands placed out of 6, mistakes out of 5, and accuracy percentage; upper-right timer in seconds and the current goal; a bottom hint/feedback panel; and right-side “Rotate” and “Restart” buttons. On narrow screens, keep the HUD responsive and move the timer lower so it does not overlap the stats. Controls: click/touch and drag a loose hand to carry it, then release near a glowing wrist socket to attempt placement. Rotate the held hand by 90 degrees with R or E, rotate counter-clockwise with Q, use the mouse wheel, or press the on-screen Rotate button. A piece is considered near a socket within a small radius. It only locks if the target figure and left/right side match, the socket is unoccupied, and the hand’s orientation is within roughly 0.45 radians of the socket orientation. A correct hand smoothly snaps into the wrist, becomes attached/hidden as a loose piece, and the socket glow dims. Completing both hands on a figure triggers a brief figure scale pulse and a completion message. When all six hands are attached, end the game with a win overlay titled “Assembly complete,” show completion time, hands finished, mistakes, and accuracy, and make the mascots cheer. If the dropped piece is not near any socket, smoothly return it to its original tray position without counting an attempt. If it is near a socket but is the wrong figure/side or has the wrong rotation, count one attempt and one mistake, play a wooden thunk, show feedback such as “Wrong match — that hand bounced back” or “Close — rotate it to match the wrist,” and animate the piece bouncing back to its tray with a small vertical hop and wobble. Lose immediately after 5 mistakes, or when the timer reaches zero; show distinct end overlays “Too many mismatches” or “Time is up,” include final stats, and offer “Play Again.” Correct placements count toward accuracy as correct placements divided by socket attempts; a no-attempt round displays 100% accuracy. Include lightweight click/thunk sound effects where available, pulsing socket highlights, candidate socket coloring while dragging (green for a valid nearby target and red for an invalid nearby target), smooth snap/return/bounce tweens, and continuously updating HUD feedback. Use Three.js-style physically based materials, ambient hemisphere light, strong directional key light with soft shadows, cool blue rim light, warm fill light, ACES tone mapping, and subtle fog to preserve the clean workshop presentation.