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StacksAI · Claude 3.5

Game information

Stack, match, and burst colorful hex tiles in this relaxing 3D puzzle game with satisfying cascades!

TypeHex Puzzle
ResolutionResponsive
OrientationPortrait
PlatformsPC Web / H5 Mobile
StoragelocalStorage
Authorlsk
Date2026-07-08

AI generation prompt

Copy this prompt to study or reproduce the game.

Core Game Loop and Mechanics

Moment-to-Moment Gameplay: The player is presented with a hexagonal grid board and a hand tray containing 3 stacks of colored tiles. Each turn, the player:

  1. Selects one of the 3 incoming stacks from the hand tray
  2. Places it onto an empty cell on the hex grid
  3. Watches as matching adjacent tiles automatically cascade and merge
  4. Sees stacks of 10 same-colored tiles burst and award points
  5. Repeats until all 3 tray stacks are placed
  6. Receives 3 new stacks and continues

Progression System:

  • Each level has a score target displayed as a progress bar
  • Reaching the target advances to the next level, clears the board, and increases difficulty
  • Every 5 levels, a new color is introduced (starting with 2 colors, up to 6)
  • Stack complexity increases: early levels have 1-2 tile stacks, later levels have 3-4 mixed-color stacks

Win/Lose Conditions:

  • Progress: Reach the score target to advance levels indefinitely
  • Game Over: When the tray has stacks to place but no empty cells remain on the board

Engagement Drivers:

  • Strategic placement creates satisfying chain reactions
  • Visual feedback with smooth animations, particle bursts, and combo labels
  • Progressive difficulty keeps gameplay fresh
  • One undo allows thoughtful experimentation without punishment
  • Relaxing pace with no time pressure

Starting Scope

First Implementation (Minimum Viable Product):

  • 19-cell hex grid in flat-top axial layout with 3D hexagonal prism cells
  • 3-slot hand tray at bottom showing incoming stacks
  • 5 colors: red, blue, yellow, green, purple (orange added at level 6)
  • Core placement mechanic: select tray stack → click empty cell → place
  • Neighbor matching logic: check all 6 hex neighbors, merge matching top tiles
  • Cascade system: repeat matching until no more matches exist
  • Stack clearing: burst animation when stack reaches 10 same-colored tiles
  • Level progression: score target, progress bar, level counter
  • Basic UI: top bar with level/score/progress, bottom tray, undo button
  • Smooth tile sliding animations (200ms ease-out)
  • Simple burst animation (scale-up pop)
  • Desktop click controls
  • Mobile touch drag controls
  • Game over screen when no empty cells remain

Future Enhancements (Post-MVP):

  • More elaborate particle effects for bursts
  • Sound effects and background music
  • Power-ups or special tiles
  • Daily challenges or puzzle mode
  • Leaderboards or score tracking
  • Tutorial overlay for first-time players
  • Additional visual polish (shadows, lighting effects)

Game Perspective

3D Isometric/Top-Down View:

  • Camera positioned at a slight isometric angle looking down at the hex grid
  • Grid is centered on screen with enough space for the hand tray below
  • 3D rendering allows for stacked tiles to be clearly visible with depth
  • Fixed camera position (no rotation or zoom needed for MVP)

Game World and Level Design

Visual Layout:

  • Background: Dark navy (#1a1a2e) to make colorful tiles pop
  • Hex Grid: 19 cells arranged in a hexagonal pattern (3 rings around center)
    • Center cell + 6 neighbors (ring 1) + 12 outer cells (ring 2)
    • Each cell is a 3D hexagonal prism "paver" with slight inset
    • Empty cells are visible but dimmed (dark gray with subtle outline)
  • Hand Tray: 3 stack slots positioned below the grid
    • Each slot shows a vertical stack of 1-4 colored tile discs
    • Slots are evenly spaced with clear separation
  • Top UI Bar: Level number (left), score (center), progress bar (right)

Hex Grid Specifications:

  • Flat-top orientation (pointy sides)
  • Axial coordinate system for neighbor calculations
  • Cell spacing allows clear visibility of individual stacks
  • Cells are 3D hexagonal prisms with subtle depth

Stack Rendering:

  • Each stack is an ordered array of colored tiles
  • Tiles render as flat 3D hexagonal discs stacked vertically
  • Slight gap between tiles for visual clarity
  • Stack height grows upward from the cell base

Color Palette:

  • Red: #FF4757 (vibrant red)
  • Blue: #5352ED (bright blue)
  • Yellow: #FFC312 (golden yellow)
  • Green: #2ED573 (fresh green)
  • Purple: #A55EEA (rich purple)
  • Orange: #FF6348 (warm orange, unlocked at level 6)

Level Progression:

  • Levels 1-5: 2 colors (red, blue), 1-2 tile stacks, target: 100/150/200/250/300
  • Levels 6-10: 3 colors (add yellow), 1-3 tile stacks, target: 350/400/450/500/550
  • Levels 11-15: 4 colors (add green), 2-3 tile stacks, target: 600/700/800/900/1000
  • Levels 16-20: 5 colors (add purple), 2-4 tile stacks, target: 1100/1200/1300/1400/1500
  • Levels 21+: 6 colors (add orange), 3-4 tile stacks, target increases by 100 each level

Scoring System:

  • Each tile cleared: 10 points
  • Combo multiplier: +5 points per additional stack cleared in same cascade
  • Display "+X combo" label when multiple stacks clear

Edit Mode Design

Editable Properties:

  • Color Palette: Users can customize the 6 tile colors (hex color pickers)
  • Grid Size: Adjust number of hex rings (2-4 rings = 7, 19, or 37 cells)
  • Stack Clear Threshold: Change from 10 tiles to 8-12 tiles
  • Starting Colors: Choose how many colors to start with (2-4)
  • Level Targets: Adjust score targets for each level
  • Animation Speed: Slider for tile slide duration (100-500ms)

Constraints:

  • Colors must have sufficient contrast with background
  • Grid size limited to 2-4 rings to maintain playability
  • Stack clear threshold: 6-15 tiles (too low = too easy, too high = impossible)
  • Starting colors: 2-4 (need at least 2 for gameplay, max 4 to avoid overwhelming)
  • Level targets must be achievable (minimum 50 points)

Control Design

Desktop Controls:

  • Mouse Click: Click a tray stack to select it (highlights with glow)
  • Mouse Click: Click an empty board cell to place the selected stack
  • Undo Button: Click to revert the last placement (one undo max)
  • Deselect: Click the selected tray stack again to deselect

Mobile Controls:

  • Touch Tap: Tap a tray stack to select it (highlights with glow)
  • Touch Tap: Tap an empty board cell to place the selected stack
  • Touch Drag: Drag from a tray stack directly onto a board cell to place it
  • Undo Button: Tap to revert the last placement (one undo max)
  • Deselect: Tap the selected tray stack again to deselect

Input Handling:

  • Use raycasting to detect clicks/touches on 3D hex cells and tray stacks
  • Prevent placement on occupied cells (show subtle shake animation)
  • Clear selection after successful placement
  • Disable input during animations to prevent rapid clicking
  • Show visual feedback for valid/invalid placement targets

Control Flow:

  1. Player selects a tray stack (visual highlight appears)
  2. Player clicks/taps an empty cell or drags to it
  3. Stack animates from tray to cell
  4. Matching cascade animations play
  5. Any burst animations play
  6. Score updates with bounce effect
  7. If tray is empty, refill with 3 new stacks
  8. If no empty cells and tray has stacks, show Game Over

Art Style and Visual Theme

Overall Style:

  • Clean 3D Minimalism: Smooth geometric shapes with solid colors
  • Mood: Relaxing, satisfying, meditative
  • Aesthetic: Modern puzzle game with emphasis on clarity and readability

Visual Elements:

  • Hex Cells: 3D hexagonal prisms with subtle beveled edges, matte finish
  • Tiles: Flat 3D hexagonal discs with solid colors, slight glossy sheen
  • Background: Dark navy gradient (#1a1a2e to slightly lighter at top)
  • UI Elements: Clean white text with subtle shadows for readability
  • Animations: Smooth, ease-out curves for natural motion

Rendering Approach:

  • Use Three.js for all 3D rendering (hex cells, tile stacks)
  • CSS for UI overlays (top bar, buttons, game over screen)
  • Canvas/WebGL for particle effects in burst animations

Lighting:

  • Soft ambient light to illuminate all tiles evenly
  • Subtle directional light from top-right for depth perception
  • No harsh shadows to maintain relaxing aesthetic

Typography:

  • Font: Nunito (Google Fonts) - friendly, rounded sans-serif
  • Sizes: Level/Score (24px), Progress bar label (16px), Combo label (20px bold)
  • Colors: White (#FFFFFF) with subtle text shadow for contrast

Asset Needs:

  • No complex image assets needed - all visuals rendered with Three.js geometry
  • Hex cells: CylinderGeometry with 6 segments
  • Tiles: CylinderGeometry with 6 segments, very short height
  • Colors defined in code as hex values