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Water Flow

  • 3d
  • puzzle
  • pipe-puzzler
  • city-builder
  • mobile
  • water
  • restoration
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. MD Abdur Rahman built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Water Flow yet. Play it, then tell MD Abdur Rahman what you would add next.

Make your own game

Water Flow was built by MD Abdur Rahman 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 Water Flow 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.

Read the build brief for Water Flow

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-friendly vertical web game titled “Water Flow Rescue City” (menu branding can emphasize “Water Flow”). It is a stylized low-poly 3D pipe-grid restoration puzzle set over a bright blue water/sky backdrop with green floating/island terrain. Use an angled perspective camera looking down at a square puzzle board and a small 3D city diorama. The diorama sits to the side of the board on a circular green island and includes a gray road, fountain with animated blue water, suburban buildings, and trees; as the player completes missions, city props gradually become brighter and more restored, with the restoration percentage increasing.

Start on a dark translucent rounded-rectangle main menu panel centered over the 3D background. Show the small uppercase subtitle “STYLIZED 3D PUZZLE CITY RESTORATION”, a large two-line title “Water Flow / Rescue City”, and the description “Repair the pipe grid, restore the district, and keep pressure stable.” Display stat cards for Level (initially 1), Coins (initially 60), Stars (initially 0), and XP (initially 0). Show world progression cards for Village (open), City (10★ needed), and Industrial (22★ needed), each with a progress bar. Include large buttons for “Play Campaign”, “Daily Puzzle”, “Claim Daily Reward”, “Profile”, and a red “Reset Save” button. Persist progression locally so the menu updates after missions.

The core play screen is an angled 3D board on an island. Generate campaign levels with square grids of sizes 4x4, 5x5, and 6x6. Each occupied cell has a raised dark-blue tile base, pale rim, and pipe geometry with a central hub and cylindrical arms. Empty slots remain visible as recessed blue squares. Pipe pieces include straight, corner, tee, and cross shapes, plus special source, sink, valve, regulator, filter, broken, and movable pieces. Use clean-water cyan glow for reached pipes; dirty water is brown, hot water orange, and other liquid colors may be represented by the corresponding cyan/orange/green palette. Sources are small blue tanks and emit water with starting pressure. Sinks are tower-like targets with flags; clean-water sinks require clean water and minimum pressure. Animate visible water/glow along connected pipe arms and hubs.

The player’s objective is to route water from all source nodes to every sink/objective while maintaining sufficient pressure and, where required, the correct liquid type. Water traversal costs 1 pressure per tile. Unrepaired broken pipes impose extra leak loss. Regulators add a selectable boost (cycle through boost levels 0, 1, and 2). Filters convert dirty water to clean water. A valve can be open or closed and a closed valve blocks flow. All sinks must be satisfied to win. Show gameplay HUD labels for world and mission name, move count, objective text, pressure status (“Pressure stable” or “Pressure not yet stable”), target progress such as “0 / 1 targets”, and current coins, stars, and gems.

Implement these interactions: tap a rotatable pipe to rotate it clockwise by 90 degrees; tap a valve to toggle open/closed; tap a regulator to cycle its boost; switch between a Rotate tool and a Repair tool; with Repair selected, tap an unrepaired broken pipe to repair it; swipe a movable pipe into an adjacent empty slot. Do not allow rotation of locked/non-rotatable source and sink pieces. Provide buttons for Rotate, Repair, Hint, Undo, Restart, and Menu. Each move increments the run’s move counter and supports an undo stack. Undo costs 10 coins and restores the prior board state; a Hint costs 15 coins and corrects one mismatch (rotation, valve state, regulator boost, repair state, or movable position). Give subtle synthesized click/rotate/repair/water sounds and a short victory jingle.

Include hand-authored campaign progression: Village missions such as First Flow (route clean water from pump to house), Valve Street (open a valve and supply both homes), and Pressure Tower (use a regulator); City missions such as Pipe Shuffle (move a pipe), Hospital Filter (dirty water must pass through a filter), and Leak Patrol (repair a cracked pipe); Industrial missions such as Split Supply (tee/splitter feeds two targets) and Steam Relief (hot-water route with regulator and valve). Include a deterministic date-seeded Daily Puzzle with a route, regulator, broken pipe, and movable pipe. Display each mission objective in the HUD.

On completion, award 1–3 stars based on moves relative to the level’s parMoves, with three stars for meeting par, two within three extra moves, otherwise one. Award level-specific coins plus a perfect-clear bonus, XP, and update persistent completed-level data. Increase city restoration by the mission’s restoration amount, brighten/animate the diorama, and show a victory overlay with mission name, moves, stars, coins earned, and restoration percentage, plus Next Level and Menu options. Campaign progression advances to the next level; the daily puzzle returns to the menu after completion. Include a Profile panel showing player level, XP, coins, gems, stars, completed and perfect levels, play time, and achievements. Achievements should include First Fix, Perfect Pressure, Pipe Medic, City Restorer, Daily Duty, Budget Surplus, and No Hints Needed. Include a once-per-day reward granting 35 coins and 1 gem. Use responsive mobile UI with large rounded controls, translucent dark blue panels, white/light-blue typography, cyan progress accents, and coral/red warning/reset styling. Keep the visuals polished, toy-like, colorful, and low-poly, with soft shadows, bright ambient lighting, and a gently animated 3D background.

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