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Whisker Sort

  • 3d
  • casual
  • sorting
  • puzzle
  • cats
  • touch
  • matching
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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. Rame Ashraf built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Whisker Sort yet. Play it, then tell Rame Ashraf what you would add next.

Make your own game

Whisker Sort was built by Rame Ashraf 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 Whisker Sort 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 Whisker Sort

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 3D casual sorting puzzle titled “Whisker Sort.” Show a warm, stylized wooden tabletop/shelf scene from a fixed elevated, slightly front-facing perspective: a large brown wood board fills the play area, with three dark horizontal shelf rails separating three rows of cat positions. At the back/top is a dark rear shelf lip, and near the lower/front edge is a cream inset sorting tray with seven narrow cat slots. Use soft warm lighting, subtle fog, rounded low-poly/cartoon 3D geometry, and no visible text HUD or buttons.

Populate the board with small stylized cats seen mostly from behind (their tails and backs are visible), arranged in five columns and three rows. The five cat breeds/types are represented by distinct colors/patterns: black/dark charcoal, ginger/orange, tabby brown-gray, calico cream with orange patches, and Siamese light beige with dark face/body accents. Add a contrasting collar/accent color to each cat. Cats should have rounded bodies, heads, ears, and tails, idle subtly if an animation is available. On the first level there are exactly three cats of each of the five types, shuffled across the 15 board positions. Make each board position a stack: on level 1 most positions contain one cat; on later levels, some positions contain two cats, with the upper cat blocking the one underneath. The player can only select the currently exposed/top cat in a stack, and clicking a covered cat must do nothing.

The core goal is to clear the board by sorting cats into the front tray. On pointer/touch click, raycast/select the clicked exposed board cat and move a smaller copy of that cat into the next available one of the seven tray slots. Tray cats are laid out left to right. Whenever three tray cats of the same type have accumulated, immediately treat them as a match: award 3 points, animate those three cats by lifting and shrinking them, remove them, and compact the remaining tray cats leftward after a short delay. The player loses when the tray reaches seven cats before a triple can clear space. The player wins a level when all board cats have been moved; after a brief success pause, start the next level automatically. Increase the challenge on level 2 and beyond by adding three more of every type (six of each total) and distributing the additional cats into stacks, so alternating board positions begin with two layers; continue the same sorting and matching rules. Keep a running score, beginning at zero, and increment it by three for every completed triple. If the game ends, allow a click/tap to restart from level 1; restarting resets the board and game-over state (the implementation’s score is otherwise a running value).

Use a perspective camera positioned high and toward the front of the board, looking toward its center, with the board rows receding toward the top of the screen. Build the environment from simple boxes: warm medium-brown tabletop, darker brown rails/lips, and a pale cream tray inset and slot plates. Include five small colored breed indicator dots along the rear board area matching the five cat types, as visible decorative color markers. Do not add invented UI such as score labels, lives, timers, menus, player movement, enemies, or sound; interaction is exclusively clicking/tapping cats and the only game feedback is the cat movement/matching, level transition, and board/tray state.

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