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Arcade › Ular Tangga Kota
As you navigate the vibrant cityscape of **Ular Tangga Kota**, roll the dice and race against friends, climbing ladders or sliding down sleek blue-and-white snakes. Engage in strategic moves while enjoying smooth animations and charming graphics, pushing your luck to be the first to reach the finish
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Bang Jaron gardoni built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ular Tangga Kota yet. Play it, then tell Bang Jaron gardoni what you would add next.
Ular Tangga Kota was built by Bang Jaron gardoni 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 Kota 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, portrait-friendly 2-player Snakes and Ladders game titled “Ular Tangga Kota,” with Indonesian UI and a polished neon-blue city theme. Use a dark navy background with a subtle blue radial glow. The app should fill the viewport and be arranged as: a compact top header, player status cards, a large square 10x10 board, a status message, and a bottom control bar. Top header: show a rounded-square blue gradient logo containing a snake emoji, the title “Ular Tangga Kota,” and the subtitle “BLUE CITY · 2 PEMAIN.” On the right, show a rounded outlined badge displaying the current turn, initially “Giliran Kamu.” Below it, show two side-by-side rounded dark-blue player cards. The left card is “Player Biru,” with a white circular token indicator containing a blue dot and text “Posisi 1.” The right card is “Player Tamu,” right-aligned, with text “Posisi 1” and a dark royal-blue circular token indicator with a white dot. Update each position number as that player moves. The board is a square 10 by 10 grid inside a thick rounded light-cyan-to-blue frame with a dark outline and drop shadow. The cells alternate pale icy blue and medium aqua-blue like a checkerboard. Number the cells in a boustrophedon/serpentine path: the bottom row runs 1 through 10 from right to left, the next row runs 11 through 20 from left to right, continuing upward until the top row runs 91 through 100 from right to left. Put each number in the upper-left corner of its cell and add a faint small city/building glyph in the lower-right corner. Keep the board responsive, with the board and its frame maintaining a 1:1 aspect ratio. Draw the exact snakes and ladders as decorative overlays on top of the board, positioned between the corresponding numbered cells. Ladders go upward from 3 to 22, 8 to 30, 20 to 41, 28 to 57, 36 to 55, 51 to 67, 71 to 91, and 80 to 99. Render them as chunky blue/cyan ladders with two rails, repeated darker rungs, rounded ends, and a soft shadow. Snakes go downward from 17 to 7, 32 to 15, 48 to 30, 54 to 34, 62 to 19, 64 to 60, 87 to 24, 93 to 73, and 98 to 79. Render each as a curved, winding green snake with a dark green outline, lime body, lighter highlight, darker spots, head, eyes, and a small red forked tongue; add a soft drop shadow. These art elements should not block input. Represent the two players as small circular pieces overlaid at the center of their current cells. Player Biru’s piece is white with a blue center/dot and white border; Player Tamu’s is royal blue with a white center/dot and white border. If both occupy a cell, allow them to overlap or remain visibly layered. Initially place both on cell 1. Animate each ordinary step one cell at a time with a short, approximately 180ms movement between cells, with a small pop/scale effect when the token is repositioned. Core rules: this is a turn-based Snakes and Ladders game. The initial turn is Player Biru/the user, shown as “Giliran Kamu.” At the bottom, provide a large rounded pale-cyan dice button showing a die face, plus a “↻ Reset” button and the hint “Tekan untuk lempar.” Pressing/tapping the dice starts a brief rolling animation, rapidly cycling through die faces before selecting a random integer from 1 to 6. While rolling or moving, disable further dice rolls; after the move completes, re-enable it. Move the active player forward by the rolled amount one cell at a time, stopping at cell 100 if the roll would go beyond it. Then, if the resulting cell is the bottom of a ladder, display a message such as “Naik tangga! 3 → 22 🪜” and animate the player upward to the ladder’s destination. If it is the head/top of a snake, display a message such as “Ups, turun lewat ular! 17 → 7 🐍” and animate the player downward to its destination. Display normal movement feedback in Indonesian, such as “Player Biru maju 4 langkah ke kotak 5.” After a completed turn, alternate between Player Biru and Player Tamu and update the badge to “Giliran Kamu” for Player Biru and “Giliran Tamu” for Player Tamu. If the selected die roll is 6, keep the turn with the same player and display “Dapat angka 6! Lempar lagi 🎲.” Reaching exactly or clamped to cell 100 ends the game: show “Permainan selesai” in the turn badge and a victory message such as “Player Biru menang! Sampai di kota 100 🎉,” and prevent further rolls. The reset button must immediately restore both players to position 1, restore the initial user turn, clear the winner state, and show “Tekan dadu untuk mulai bermain!”. Use clean system sans-serif typography, high-contrast pale text, rounded corners, cyan/blue borders, translucent navy panels, glow effects, and responsive sizing for narrow phones. Keep the visual style consistent with the supplied screenshot: a sleek blue urban board-game interface rather than a realistic 3D scene.