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Arcade › Ular Tangga
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Bang Gerard mulersz built it with Cinevva, so it works on a phone or a tablet too.
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Ular Tangga was built by Bang Gerard mulersz 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 Ular Tangga 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 responsive 2-player Indonesian Snakes and Ladders game titled “Ular Tangga Ceria” (the requested title may also be shown as “Ular Tangga”). Use a cheerful, polished 2D UI with a centered layout: a large square 10x10 board on the left and a control panel on the right on desktop; stack the board above a compact control panel on narrow/mobile screens. The page background is a soft diagonal light-blue to pale-yellow gradient. Panels are translucent white with rounded corners, subtle blue-gray borders, and a soft shadow. Board: render a square canvas with 100 numbered cells in the standard boustrophedon/serpentine order. Position 1 is bottom-left, numbers increase left-to-right on the bottom row, then right-to-left on the next row, alternating each row, with 100 at top-left. Cells alternate pale cream and pale blue, have thin semi-transparent blue-gray grid lines, and centered bold blue-gray numbers. Mark the start cell with a translucent green circle and the Indonesian label “MULAI” below it; mark cell 100 with a translucent orange circle and “FINISH” above it. Draw the following fixed ladders in green rails with gold/yellow rungs: 3→22, 11→40, 18→57, 27→56, 35→68, 43→77, 51→82, 61→79, and 73→92. Draw the following fixed snakes as thick curved green bodies with a lighter green highlight and a round head with white/black eyes at the high-number end: 98→78, 95→75, 88→48, 64→36, 47→26, 25→5, and 19→8. Ensure snakes and ladders visually connect their two mapped cells. Players: show two cute pawn/token characters in each occupied cell, offset so they do not overlap. Player 1 is “Pemain Biru”, blue (#3e78d6 with darker blue details); Player 2 is “Pemain Merah”, pink (#ef6b8a with darker pink details). Each token has a circular head, rounded body, two white eyes with dark pupils, and a soft shadow. Both players start at position 1. Controls and HUD: the side panel displays the heading “Ular Tangga Ceria” in orange, the subtitle “Pion ular siap berlomba ke kotak 100”, a highlighted turn indicator reading “Giliran: Pemain Biru” initially, a large dice display initially showing 🎲, and an orange gradient button labeled “LEMPAR DADU”. Include a message area for roll, snake, ladder, and win feedback. Include a legend for the blue player, pink player, and green snakes/ladders, plus the hint: “Dapatkan angka yang pas untuk mencapai 100. Kalau kena ular, turun — kalau menemukan tangga, naik!” On mobile, hide the subtitle, legend, and hint and use a compact two-column control area. Gameplay: clicking/tapping LEMPAR DADU is only allowed when no move animation is running and there is no winner. Generate a random integer from 1 through 6, update the dice display to the corresponding Unicode die face ⚀, ⚁, ⚂, ⚃, ⚄, or ⚅, and briefly show “[player name] mendapat [number]”. Animate the active player advancing one cell at a time, about 140 ms per cell, never moving beyond cell 100. After movement, if the player lands on a ladder start, instantly move them to its destination, redraw, pause briefly, and show “Naik tangga ke [destination]!”; if they land on a snake head, move them to its destination, pause briefly, and show “Aduh, turun ke [destination]!”. There is no extra exact-roll requirement: reaching or passing 100 stops at 100 and wins. On reaching cell 100, show “🏆 [player name] menang!”, keep the winner on screen, and change the button to “MAIN LAGI”; pressing it resets both players to cell 1, makes Pemain Biru active, clears the winner/message, restores the 🎲 display, and returns the button to “LEMPAR DADU”. Otherwise alternate turns between the two players after each completed move. The active player name and button disabled state should update during animation and after every turn. Use Indonesian text throughout, and keep the board legible and playable with mouse or touch.