Mọi game ở đây đều đến từ mô tả, không phải từ code

Mỗi game ở đây đều bắt đầu từ câu nói của ai đó.

GameGates biến một câu mô tả bình thường thành game chơi được ngay trên trình duyệt — tiến trình xếp hàng thấy rõ, liên kết chia sẻ, và nút remix trên mọi game.

Act as an expert frontend developer and game designer. Please create a fully functional, classic Tetris game contained in a single self-contained HTML file (combining HTML, CSS, and modern JavaScript). ### Requirements: 1. **Visual Design & Layout:** - Modern, clean, and retro-arcade aesthetic (dark theme preferred). - A centered game board using HTML5 Canvas with a standard 10x20 grid. - A modern sidebar displaying: - Next piece preview - Current Score - Cleared Lines - Current Level - Clear "Start / Pause / Restart" buttons and a "Game Over" overlay. 2. **Core Game Mechanics:** - **7 Standard Tetrominoes (I, J, L, O, S, T, Z):** Each with its official standard color. - **Random Piece Generator:** Implement the standard "7-bag" randomizer to prevent long droughts. - **Movement & Controls:** - Left/Right Arrows (or A/D): Move horizontally. - Down Arrow (or S): Soft drop. - Up Arrow (or W): Rotate piece clockwise. - Spacebar: Hard drop (instantly drop and lock). - P / Esc: Pause/Resume game. - **Collision Detection & Wall Kicks:** Pieces must not clip through walls or locked blocks. Implement basic wall kicks so rotation near boundaries feels smooth. - **Line Clears & Scoring:** - Clear completed rows, animate or flash cleared lines briefly, and drop blocks above. - Award points based on single, double, triple, or "Tetris" (4 lines) clears. - **Progression:** Increase game speed/drop rate as the player's level increases (e.g., every 10 cleared lines). 3. **Code Quality:** - Clean, modular, well-commented JavaScript. - Smooth `requestAnimationFrame` or delta-time based game loop. - Mobile-friendly / responsive layout, or at least optimized for desktop keyboard play with on-screen button support. Please output the complete, copy-paste-ready HTML code without truncating or leaving placeholders.Tetris

Đưa vào một câu. Nhận về một game.

Tự viết câu của bạn ở trên, remix bất kỳ câu nào thành phiên bản riêng — hoặc khi có game khớp trên kệ, chơi ngay tức thì.

  1. 1. Nêu ý tưởng

    Một câu bình thường là đủ. Bạn có suất xếp hàng, các giai đoạn thật và khoảng thời gian thẳng thắn — rời đi làm việc khác cũng được.

  2. 2. Chúng tôi dựng game

    AI thiết kế màn chơi, dây chuyền đóng gói nó thành game chơi được thật. Tiến trình đọc hiểu ra, chứ không phải cái vòng loading quay mãi.

  3. 3. Chơi, remix, chia sẻ

    Mỗi game kết thúc bằng một bước tiếp theo: chơi lại, thêm một câu nữa để hoàn thiện, hoặc gửi link cho bạn bè.

Mới nhất

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Tetrisarcade

Tetris

Act as an expert frontend developer and game designer. Please create a fully fun…

Act as an expert frontend developer and game designer. Please create a fully functional, classic Tetris game contained in a single self-contained HTML file (combining HTML, CSS, and modern JavaScript). ### Requirements: 1. **Visual Design & Layout:** - Modern, clean, and retro-arcade aesthetic (dark theme preferred). - A centered game board using HTML5 Canvas with a standard 10x20 grid. - A modern sidebar displaying: - Next piece preview - Current Score - Cleared Lines - Current Level - Clear "Start / Pause / Restart" buttons and a "Game Over" overlay. 2. **Core Game Mechanics:** - **7 Standard Tetrominoes (I, J, L, O, S, T, Z):** Each with its official standard color. - **Random Piece Generator:** Implement the standard "7-bag" randomizer to prevent long droughts. - **Movement & Controls:** - Left/Right Arrows (or A/D): Move horizontally. - Down Arrow (or S): Soft drop. - Up Arrow (or W): Rotate piece clockwise. - Spacebar: Hard drop (instantly drop and lock). - P / Esc: Pause/Resume game. - **Collision Detection & Wall Kicks:** Pieces must not clip through walls or locked blocks. Implement basic wall kicks so rotation near boundaries feels smooth. - **Line Clears & Scoring:** - Clear completed rows, animate or flash cleared lines briefly, and drop blocks above. - Award points based on single, double, triple, or "Tetris" (4 lines) clears. - **Progression:** Increase game speed/drop rate as the player's level increases (e.g., every 10 cleared lines). 3. **Code Quality:** - Clean, modular, well-commented JavaScript. - Smooth `requestAnimationFrame` or delta-time based game loop. - Mobile-friendly / responsive layout, or at least optimized for desktop keyboard play with on-screen button support. Please output the complete, copy-paste-ready HTML code without truncating or leaving placeholders.

của Chris Liu
Monopolyarcade

Monopoly

Create a responsive, single-page web-based **Monopoly game** using modern HTML5,…

Create a responsive, single-page web-based **Monopoly game** using modern HTML5, CSS3 (or Tailwind CSS), and vanilla JavaScript (or React/TypeScript). The game should deliver a clean, modern tabletop aesthetic with smooth piece animations, clear turn-based flow, and robust rule enforcement. --- ### Core Architecture & State Management * **Game State:** Track `players` (name, cash balance, board index, owned properties, in-jail status, turns in jail), `currentPlayerIndex`, `diceRoll` (two 6-sided dice), `deckStates` (Chance, Community Chest), and `gamePhase` (`ROLL`, `ACTION`, `END_TURN`). * **Board Layout:** Build a standard 40-tile square board using CSS Grid/Flexbox. Each tile must contain properties like `name`, `type` (`property`, `railroad`, `utility`, `corner`, `tax`, `card`), `cost`, `rentTiers` (base, houses 1–4, hotel), and owner indicators. * **Turn Lifecycle:** 1. Roll dice (detect doubles; 3 consecutive doubles send player to Jail). 2. Animate token movement tile-by-tile. 3. Resolve tile action (purchase unowned property, pay rent, draw card, go to jail). 4. Allow optional management actions (trade, build houses, mortgage). 5. End turn and transfer control to the next active player. --- ### Key Mechanics to Implement * **Property Transactions:** Unowned tiles display a modal with "Buy" or "Pass" (triggers an auction among players if passed). * **Rent Calculation:** Implement full color-group rent doubling, graduated house/hotel multipliers, railroad scaling ($25/$50/$100/$200), and utility dice multipliers ($4\times$ or $10\times$). * **Jail Logic:** 3 ways out: roll doubles, pay $50 fine, or use a "Get Out of Jail Free" card. Max 3 turns before mandatory payout. * **Bankruptcy Engine:** If a player cannot cover debts after liquidating assets (mortgaging, selling buildings at 50% cost), declare bankruptcy and transfer remaining assets to the creditor or bank. --- ### UI & UX Requirements * **Center Control Hub:** The board interior hosts the dice roller, interactive action buttons, a scrolling action log (e.g., *"Player 1 paid $50 rent to Player 2"*), and active trade prompts. * **Player Dashboards:** Display color-coded player cards showing net worth, cash, and property cards grouped by color. * **Visual Polish:** Highlight active tiles, display house/hotel tokens directly on tile borders, and show pawn markers with distinct CSS badges or SVG icons. Deliver the code in modular files (`index.html`, `styles.css`, `game.js`) with clean separation between the state logic, rendering engine, and event handlers.

của Chris Liu
3 game trên kệ Tất cả được tạo từ câu nói của người chơi
Act as an expert frontend developer and game designer. Please create a fully functional, classic Tetris game contained in a single self-contained HTML file (combining HTML, CSS, and modern JavaScript). ### Requirements: 1. **Visual Design & Layout:** - Modern, clean, and retro-arcade aesthetic (dark theme preferred). - A centered game board using HTML5 Canvas with a standard 10x20 grid. - A modern sidebar displaying: - Next piece preview - Current Score - Cleared Lines - Current Level - Clear "Start / Pause / Restart" buttons and a "Game Over" overlay. 2. **Core Game Mechanics:** - **7 Standard Tetrominoes (I, J, L, O, S, T, Z):** Each with its official standard color. - **Random Piece Generator:** Implement the standard "7-bag" randomizer to prevent long droughts. - **Movement & Controls:** - Left/Right Arrows (or A/D): Move horizontally. - Down Arrow (or S): Soft drop. - Up Arrow (or W): Rotate piece clockwise. - Spacebar: Hard drop (instantly drop and lock). - P / Esc: Pause/Resume game. - **Collision Detection & Wall Kicks:** Pieces must not clip through walls or locked blocks. Implement basic wall kicks so rotation near boundaries feels smooth. - **Line Clears & Scoring:** - Clear completed rows, animate or flash cleared lines briefly, and drop blocks above. - Award points based on single, double, triple, or "Tetris" (4 lines) clears. - **Progression:** Increase game speed/drop rate as the player's level increases (e.g., every 10 cleared lines). 3. **Code Quality:** - Clean, modular, well-commented JavaScript. - Smooth `requestAnimationFrame` or delta-time based game loop. - Mobile-friendly / responsive layout, or at least optimized for desktop keyboard play with on-screen button support. Please output the complete, copy-paste-ready HTML code without truncating or leaving placeholders.TetrisCreate a responsive, single-page web-based **Monopoly game** using modern HTML5, CSS3 (or Tailwind CSS), and vanilla JavaScript (or React/TypeScript). The game should deliver a clean, modern tabletop aesthetic with smooth piece animations, clear turn-based flow, and robust rule enforcement. --- ### Core Architecture & State Management * **Game State:** Track `players` (name, cash balance, board index, owned properties, in-jail status, turns in jail), `currentPlayerIndex`, `diceRoll` (two 6-sided dice), `deckStates` (Chance, Community Chest), and `gamePhase` (`ROLL`, `ACTION`, `END_TURN`). * **Board Layout:** Build a standard 40-tile square board using CSS Grid/Flexbox. Each tile must contain properties like `name`, `type` (`property`, `railroad`, `utility`, `corner`, `tax`, `card`), `cost`, `rentTiers` (base, houses 1–4, hotel), and owner indicators. * **Turn Lifecycle:** 1. Roll dice (detect doubles; 3 consecutive doubles send player to Jail). 2. Animate token movement tile-by-tile. 3. Resolve tile action (purchase unowned property, pay rent, draw card, go to jail). 4. Allow optional management actions (trade, build houses, mortgage). 5. End turn and transfer control to the next active player. --- ### Key Mechanics to Implement * **Property Transactions:** Unowned tiles display a modal with "Buy" or "Pass" (triggers an auction among players if passed). * **Rent Calculation:** Implement full color-group rent doubling, graduated house/hotel multipliers, railroad scaling ($25/$50/$100/$200), and utility dice multipliers ($4\times$ or $10\times$). * **Jail Logic:** 3 ways out: roll doubles, pay $50 fine, or use a "Get Out of Jail Free" card. Max 3 turns before mandatory payout. * **Bankruptcy Engine:** If a player cannot cover debts after liquidating assets (mortgaging, selling buildings at 50% cost), declare bankruptcy and transfer remaining assets to the creditor or bank. --- ### UI & UX Requirements * **Center Control Hub:** The board interior hosts the dice roller, interactive action buttons, a scrolling action log (e.g., *"Player 1 paid $50 rent to Player 2"*), and active trade prompts. * **Player Dashboards:** Display color-coded player cards showing net worth, cash, and property cards grouped by color. * **Visual Polish:** Highlight active tiles, display house/hotel tokens directly on tile borders, and show pawn markers with distinct CSS badges or SVG icons. Deliver the code in modular files (`index.html`, `styles.css`, `game.js`) with clean separation between the state logic, rendering engine, and event handlers.Monopoly1942 Sky Fortress