Arcade › Dragon Wheel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. RITU Agrawal built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dragon Wheel yet. Play it, then tell RITU Agrawal what you would add next.
Dragon Wheel was built by RITU Agrawal 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 Dragon Wheel 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 polished 3D tabletop board-game app titled “Dragon Wheel,” rendered in Three.js or an equivalent real-time 3D engine. Use a fixed, almost straight-down perspective camera looking at the center of a square board from high above, with a slight perspective and visible shadows. The scene should have a dark purple background and a large dark plum tabletop, a raised square wooden board base with a reddish-brown frame, warm cream/gold playing tiles, soft fog/ambient lighting, and strong warm directional light from the upper-left so every piece casts a readable shadow. Keep the presentation responsive for desktop and mobile. At the top of the screen, overlay a translucent dark-purple top bar. Put the large uppercase title “DRAGON WHEEL” at left in pale gold with letter spacing and a subtle shadow. Put two mode buttons near the top: “Ludo Wheel” and “Snakes & Ladders.” At the right show a rounded pill indicating the active player’s turn, initially “Ruby’s turn,” using the current player’s color as the pill background. Along the bottom center, show a rounded dark translucent control panel with a glowing cream/gold die-face display, a large gold gradient “Roll Dragon Dice” button, a “Move” button that starts disabled and becomes enabled only after rolling, a “Reset” button, and a short status message. On desktop, show a lower/right legend with six color chips: Ruby (red-pink), Azure (blue), Jade (green), Gold (yellow), Violet (purple), and Ember (orange). On narrow screens, wrap the bottom controls and hide the legend. The default “Ludo Wheel” board is a square cream-colored tiled cross/ring board on a raised wooden base. Build a square outer board approximately 15.6 world units wide, with a darker reddish wood base, a thin glowing/reddish top layer, and thick raised wooden rails along all four edges. Make the playable surface from small alternating pale cream tiles. The route is a 48-ish cell loop around the perimeter of a central cross: place cells along the four sides using a grid coordinate range approximately -6 to 6, and fill the central cross by adding tiles wherever the row or column is within one cell of the center. In the middle, add a purple square dragon goal with a gold torus ring hovering around it. Add six colored player home areas/pads around the board: Ruby near the top, Azure near the right, Jade near the bottom-left, Gold near the bottom-right, plus Violet and Ember in diagonal/intermediate positions. Each home is a raised colored hexagonal/cylindrical pad. Place four small dragon-pawn tokens on each pad, for 24 visible tokens total. Each pawn should be a stylized miniature dragon-like pawn made from a colored cylindrical foot, tapered cylindrical body, spherical head, and two small pale-gold horns. Use the six exact visual identities: Ruby #ff4d68, Azure #31a8ff, Jade #40d88a, Gold #ffd34d, Violet #bd72ff, Ember #ff8c42. The board and pieces should be glossy but toy-like, with soft shadows and warm highlights. At the center of the board, add a large orange-red “dragon die”: a rounded-looking cube or beveled cube with warm emissive red/orange material, rotating slowly when idle and rotating faster while rolling. Add a small gold wing/cone shape on each side of it to make it visibly dragon-themed. In the HUD, represent its current result with Unicode die faces ⚀ through ⚅, initially ⚀. When the player presses Roll Dragon Dice, reject repeat rolls until the current roll has been moved, play a dice-shake sound and then a dice-throw sound shortly afterward if audio is available, choose a random integer from 1 to 6, update the die-face display, enable Move, and update the status to “<player> rolled <number>. Move.” Implement the actual turn rules shown by the game: six players take turns in the fixed order Ruby, Azure, Jade, Gold, Violet, Ember. All players start with position -1 (in their home). After a roll, pressing Move advances only the current player’s single tracked gameplay position. In Ludo mode, a player may leave home only when the roll is exactly 6; otherwise show “<player> needs a 6 to enter.”, consume the turn, and advance to the next player. Once on the route, advance by the rolled amount, clamped to the final route cell. Move the active player’s representative pawn token to the corresponding route cell, then consume the roll and advance to the next player. The existing implementation visually displays four pawns per player but tracks/moves one representative pawn per player; reproduce that behavior rather than inventing additional token-selection rules. Include Reset to rebuild the selected board, return to Ruby, reset the die to 1, clear positions to home, disable Move, and restore the initial status. There is no need to add win screens, capture rules, or extra scoring because they are not part of the implemented game. The “Snakes & Ladders” mode replaces the Ludo surface with a 10-by-10 numbered board of 100 small square tiles. Number the tiles in a boustrophedon pattern: row 1 left-to-right, row 2 right-to-left, alternating each row. Use a vivid alternating palette of cyan, gold, pink, and violet tiles. Draw visible brown ladders connecting 3→25, 18→42, 28→55, 41→79, and 67→92, and draw raised turquoise tube-like snakes connecting 17→5, 38→14, 53→31, 76→48, and 97→63, with a small light eye detail near each snake’s upper endpoint. In this mode each player has one visible colored pawn positioned at the route start, and the same six-player roll/move turn system advances the representative pawn along the numbered route, clamped at square 100. The ladders and snakes are visual board decorations in the supplied mechanics; do not automatically teleport the pawn along them unless explicitly adding behavior beyond the source. Keep the dragon center die and the same HUD in this mode. Switching modes immediately rebuilds the selected board, resets positions and turn order, and updates the active mode without adding other game systems. Use polished UI styling: gold gradient buttons with rounded corners, inset highlights and dark lower shadows; a dark translucent panel with a purple border, blur, and large rounded corners; cream/gold typography; responsive controls with touch-friendly button sizes. Support window resizing by updating the renderer and camera aspect ratio. Add gentle continuous animation to the center dragon die and use anti-aliased rendering, soft shadows, warm hemisphere lighting, ACES-like tone mapping, and subtle fog to achieve the premium colorful wooden tabletop aesthetic visible in the reference.”