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Arcade › Afterhours Stage
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Afterhours Stage was built by pcorbin2015 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 Afterhours Stage 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 browser-based 3D rhythm/performance game titled “Afterhours Stage.” It is a non-explicit nightclub show: the player controls a clothed adult performer on a small raised stage and must earn at least $450 in tips during a 90-second song while keeping the crowd interested. Use a third-person follow camera behind and slightly above the performer. The camera smoothly follows the performer and can be rotated horizontally by mouse drag or pointer lock movement; support touch-friendly action buttons as well. Scene and visual style: render a dark, atmospheric nightclub with a near-black purple background and fog, a large dark club floor, and a small raised rectangular stage roughly 6.3 by 3.2 units with glowing purple front and back edges. Add a dark back wall decorated with angled pink neon strips and colored hanging light strings. Place large speakers around the stage corners, a rear side table/DJ prop, and a bar area along the back wall with several tables and stools. Use a stylized low-poly/animated 3D character asset for the performer, tinting the performer pink; populate the foreground with three rows of colorful low-poly crowd members (cyan, yellow, pink, and violet tint variations) who face the stage and subtly bob. Use purple room wash, a soft overhead key, and three bright moving spotlights in pink, cyan, and yellow, with visible translucent additive light beams. The overall presentation should match a neon magenta/cyan/yellow club aesthetic with glossy dark surfaces and a futuristic translucent HUD. Player and movement: place the performer near the center of the stage. WASD moves relative to the performer/camera orientation, with normalized diagonal movement, speed about 2.6, and clamp movement to the stage bounds (approximately x -2.75 to 2.75 and z -1.18 to 1.18). The performer faces their movement/camera yaw direction and uses idle and walk animations. The performer should visibly play a one-shot action animation for successful prompts: Dance uses a jump-like animation, Pose uses idle/pose behavior, and Prop uses a pickup/prop interaction animation. Briefly animate or scale the performer while performing. Rhythm loop: show a central “TIMED MOVE” prompt panel near the top-center of the screen. Every roughly 2.15 seconds, randomly choose one of three prompts: J = Dance, K = Pose, or L = Prop. Display the selected key as a large glowing rounded square with a color associated with the move, and display its label below. The player presses the matching keyboard key during a short window of about 1.28 seconds, ideally around 0.58 seconds after the prompt appears. Also provide three on-screen touch buttons labeled J, K, and L at the lower right. Correct timing awards tips and raises crowd interest: perfect timing (within about 0.18 seconds of the ideal) gives a larger reward around $42 plus combo bonus and about +13 interest; good timing (within about 0.42 seconds) gives around