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Arcade › Word Hunt
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Onyx Squad built it with Cinevva, so it works on a phone or a tablet too.
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Word Hunt was built by Onyx Squad 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 Word Hunt 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 responsive portrait-friendly browser word-search game titled “Word Hunt.” Use a dark navy/charcoal background and a centered single-column layout with a bold white title, subtitle “Drag across letters to find every hidden word.”, and two compact stats pills at the upper right showing the number of words found and a countdown in seconds. The game board is a large square 10-by-10 letter grid inside a dark inset panel with a thin blue-gray border, rounded corners, and subtle shadow. Each of the 100 cells is a rounded dark blue tile containing one large bold uppercase white letter. Keep the visual style clean, modern, high-contrast, and mobile-friendly. At the start of every puzzle, randomly choose six distinct words from this astronomy-themed bank: PLANET, COMET, ORBIT, ROCKET, STAR, MOON, GALAXY, ASTRO. Place each selected word randomly in the 10x10 grid in any of the eight straight directions: horizontal, vertical, or diagonal, forwards or backwards, allowing compatible letter overlaps. Fill all remaining cells with random uppercase A-Z letters. Below the board, display the six selected target words as rounded dark pills. When a word is found, mark its pill in green with a strikethrough and mark every cell belonging to that word green, with dark text and a slightly scaled-down appearance. The core interaction is drag selection: the player presses or touches a starting cell, drags in a straight line to an ending cell, and releases. Only horizontal, vertical, and diagonal lines are valid; the selection should cover every cell between the endpoints. During dragging, selected cells turn yellow/gold with dark text and a subtle scale-down effect. Accept the selected letters if they match an unfound target word either forwards or reversed. Clear an incorrect selection on release. Support mouse and touch/pointer input, prevent page scrolling while interacting with the board, and cancel an active drag if the window loses focus. Start a 60-second countdown when a new puzzle begins. Update the seconds stat every second. When all six placed words have been found, stop the timer and show a temporary toast notification “Puzzle complete!”, followed shortly by “Nice work — start a new puzzle anytime.” When the timer reaches zero, stop interaction and show “Time is up!”. Once the game is stopped, further board dragging should do nothing. Use rounded toast notifications near the bottom center. Under the word list, show the centered instruction “Words can run in 8 directions”. Provide two buttons: a prominent gold “New puzzle” button that resets the timer to 60 seconds and generates a fresh puzzle, and a secondary dark outlined “Reveal hint” button. Hint behavior: if unfound words remain, briefly highlight only the first cell of one unfound word in gold for about 700ms and show a toast such as “Try starting with P” using that word’s first letter; if all words are already found, show “All words found!”. Keep the layout responsive, with a square board sized to fit the viewport and smaller spacing on short screens.