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Arcade › Sprunki Cube
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Sprunki Cube was built by Isaac Fortune 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 Sprunki Cube 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 browser-based 3D music toy titled “Sprunki Cube,” inspired by a simple Sprunki/Incredibox-style beat mixer. It is an interactive playable scene rather than a score-based game: the player layers looped musical parts, with no hard win state. Use a dark, polished Three.js-style 3D presentation. The main stage is a large dark navy circular floor/disc with a brighter blue ring around its edge, set against a nearly black-blue background with subtle fog. Place seven stylized characters evenly around the circumference of the stage in a circle, viewed from an elevated front perspective. Allow the player to orbit the camera by mouse dragging, with zoom/orbit bounds similar to an OrbitControls camera. Each character is a cute minimal capsule figure: a rounded colored capsule body rising from a short dark cylindrical base, a small white spherical head, and two tiny black eyes facing inward/front. Use soft ambient and directional lighting plus cool cyan rim lighting. The characters should hover/bounce slightly when they receive musical hits; active characters glow with colored/emissive lighting, and their glow should pulse while playback is running. Scale a character slightly on hover. The seven characters are independent sequencer slots, initially mapped one-to-one to these sounds and colors: Kick (cyan), Snare (pink), Hat (pale yellow), Bass (green), Chords (violet/purple), Lead (orange), and Vox (white). Match the visible look of the reference: the colored bodies are tall rounded capsules, heads are white and glossy, and the figures sit around the stage at different screen positions due to the circular arrangement. Keep the scene uncluttered and stylized, with no extra enemies, scenery, score, or win screen. Add a prominent dark translucent rounded control panel across the upper-left/top portion of the screen. It should show the title “Sprunki Cube” in bold light text, followed by a Pause/Start transport button, a “Randomize” button, and a BPM control consisting of the label BPM, a horizontal slider, and a numeric value. Set the default tempo to 110 BPM. Under that, show instructional text equivalent to: “Click a character (or press 1–7) to toggle sounds. Space play/pause. R randomize.” and a smaller note that the first click/key press unlocks audio. Below the instructions, show seven rounded slot rows in a two-column layout where possible. Each row displays a colored dot, the assigned sound name, and its number 1 through 7; its state should visibly change between OFF and ON, with active rows highlighted. The UI should remain readable over the 3D stage. Below or alongside the slot controls, provide a draggable sound tray containing seven draggable sound chips labeled Kick, Snare, Hat, Bass, Chords, Lead, and Vox, each with its matching colored dot and a small “drag →” hint. The player can drag a chip onto a 3D character or onto a slot row to assign that sound to the character. Preserve a one-to-one assignment: if the chosen sound is already assigned to another slot, swap the two slots’ assignments rather than duplicating the sound. Update the character body color, slot dot, and slot name immediately after assignment. Interaction rules: clicking a 3D character toggles its slot ON/OFF; clicking a slot row does the same. Keyboard number keys 1–7 toggle the corresponding slot. Space toggles transport play/pause. R randomizes the active characters. Randomize should turn all slots off, then enable a random 2–5 of the seven characters, and start/continue the transport when appropriate. The BPM slider should change the transport tempo live. On the first click or key press, unlock/resume browser audio and show a brief “Audio unlocked” toast. Use short-lived toast messages for feedback such as “Assigned,” “Turn on a character first,” and “Groove combo!”. Implement actual looping audio using Tone.js or an equivalent browser synth/sequencer system. Use a transport-driven 16-step loop at the current BPM, with each enabled slot playing the pattern for its currently assigned sound. Use these exact musical roles and patterns: Kick is a low membrane-style drum on steps 0, 4, 8, and 12; Snare is a noise hit on steps 4 and 12; Hat is a metallic hi-hat on every even step (0, 2, 4, 6, 8, 10, 12, 14); Bass is a triangle/low synth on every even step, cycling notes A1, A1, E1, G1 by four-step groups; Chords is a soft sine/poly synth playing A3-C4-E4, then F3-A3-C4, then G3-B3-D4, then E3-G3-B3 on steps 0, 4, 8, and 12; Lead is a triangle synth on steps 1, 5, 9, 13, and 15 using a repeating A4/B4/C5/E5/G5/E5/C5/B4 scale selection; Vox is an airy/AM-synth-like part on steps 2, 6, 10, and 14 cycling A4, C5, E5, G5. Give the parts short musical envelopes and keep the overall mix pleasant and lightweight. Start the transport automatically when at least one slot is enabled, stop/reset it when no slots remain active, and expose the Pause/Start transport control. On each active part’s sequencer hit, make that character bounce upward briefly and make the stage ring subtly react. When all four required groove sounds—Kick, Snare, Hat, and Bass—are simultaneously assigned to enabled characters, show a brief “Groove combo!” notification and emit a celebratory burst of about three dozen small multicolored particles from the center of the stage. Particles should rise and spread outward, then fall under gravity and fade away. This is feedback only: do not add a score, lives, timer, progression, or victory screen. Ensure the result is responsive, with the 3D canvas filling the page behind the HUD and adapting to window resizing.