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Arcade › Wayfinder 100
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Aynur Əliyeva built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wayfinder 100 yet. Play it, then tell Aynur Əliyeva what you would add next.
Wayfinder 100 was built by Aynur Əliyeva 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 Wayfinder 100 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 playable top-down grid maze game titled “Wayfinder 100.” The game fills a responsive, edge-to-edge canvas/app area with a dark, pixel-art presentation and crisp, unsmoothed shapes. The player is a tiny simple adventurer: a cream/white rectangular body, blue cap or hair band, two dark square eyes, and peach-colored feet. Use a camera that follows the player and renders a window around them; at the initial start position near the maze’s upper-left, much of the maze appears toward the lower/right of the screen with the surrounding background visible. Core goal and rules: there are 100 sequential levels. Each level is a 25x25 tile maze generated as a connected carved maze starting at grid cell (1,1), with occasional extra side pockets. The player starts at (1,1), and can move one grid cell at a time only into open maze cells; walls block movement. Use Arrow Up/Down/Left/Right keyboard controls and also provide a visible on-screen four-button D-pad (up, left, right, down) for touch/pointer input. Do not allow movement while a message overlay is active. Find the one Golden Key first, then reach the Portal. The key is placed at a distant reachable cell, generally the farthest cell from the start; the portal is placed at another distant reachable open cell. Touching the key marks it collected and it disappears; reaching the portal before collecting the key does nothing. Once the key has been collected, reaching the portal advances immediately to the next generated level and resets the key state. On level 100, reaching the portal after collecting the key shows a centered completion dialog saying “You found all 100 paths!” and “The Golden Key has opened every portal.” with a “Play Again” button that restarts at level 1. A separate Restart button always resets to level 1. Maze rendering: show a full dark theme-colored background, then a camera-centered tile viewport. Wall cells use the theme’s dark wall color and contain decorative icons; open cells use a floor color with a smaller inset path square in a lighter color, producing a blocky maze-floor pattern. Smoothly interpolate the player’s rendered position toward its newly selected grid cell for a short sliding movement animation, while collision and interactions remain grid based. Render the Golden Key as a small rotating gold/yellow rectangular key-like marker with a pale highlight. Render the Portal as a glowing outlined vertical oval with translucent fill. Add a short centered translucent banner near the top of the canvas when a level begins, reading “Level N • ThemeName,” and after collection reading “Golden Key found!” Use ten visual themes, changing every ten levels (theme index floor((level-1)/10)): Forest for levels 1–10, Desert 11–20, Dungeon 21–30, Meadow 31–40, Ruins 41–50, Frost 51–60, Volcano 61–70, Moonlit 71–80, Skyland 81–90, and Citadel 91–100. Each theme changes the background, floor, path, wall, key accent, portal glow, and wall decoration. Forest has green/brown round trees; Desert has green cacti; Dungeon/Ruins/Citadel use blocky rocks/stones; Meadow/Skyland can use flower-like decoration; Frost and Moonlit use crystalline decoration; Volcano uses ember-like warm decoration. Keep the palette dark and high contrast, with the Forest look dominated by deep green background, dark green walls, medium green floor, lighter green inset paths, gold key, and mint portal. HUD/layout: overlay a top bar with a dark translucent rounded panel at upper left containing bold uppercase spaced text “WAYFINDER 100.” At upper right, show another dark translucent rounded panel with bold text on separate lines where needed: “Level: N / 100” and “Keys Collected: 0/1” or “1/1,” plus a bright orange rounded “Restart” button with darker bottom edge/shadow. Near the bottom center show the instruction “Arrow keys or the D-pad • Find the Golden Key, then reach the Portal” in light gray/white with reduced opacity. Put the four dark rounded D-pad buttons at lower left, arranged like a plus, with white triangular arrow glyphs; on larger screens it may be somewhat translucent until hovered. On narrow/mobile screens, keep the hint above the D-pad so it remains visible. Use rounded panels, subtle borders, shadows, responsive typography, and a dark navy overlay style for menus. The completion message is a centered dark rounded card with title, explanatory text, and action button. There are no enemies, combat, health, timer, inventory beyond the single key, or other hazards.