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Arcade › Afterimage Tokyo
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Serena Waters built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Afterimage Tokyo yet. Play it, then tell Serena Waters what you would add next.
Afterimage Tokyo was built by Serena Waters 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 Afterimage Tokyo 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.
Recreate a playable browser-based 3D exploration game titled “Afterimage Tokyo.” Use a third-person, slightly elevated chase camera behind and above the player, with a rainy nighttime Tokyo district visible ahead. The player character is Hina, a small stylized skate-girl avatar from a city-game asset, recolored nearly white/gray so she stands out against the grayscale environment. Keep the camera smoothly following her, looking toward the road ahead; movement should feel like walking through a broad open district rather than a linear level. Core gameplay: the objective is to explore the city and recover 10 glowing neon memory fragments. Place the fragments throughout the walkable district at these approximate locations: (-2.6,-42), (20,-31), (-23,-20), (2.7,-6), (-28,8), (24,18), (-3,30), (28,39), (-25,42), and (0,49). Give each fragment a distinct neon color (magenta, cyan, yellow, violet, green, white, etc.). Each fragment should be a floating bright faceted crystal/core surrounded by a rotating halo ring and a small colored light; it should bob gently and rotate. When Hina comes within about one meter, collect the fragment, hide it, increment the memory counter, and display a poetic memory line. The ten lines should be: “A station clock. The minute hand is missing, but the waiting remains.”; “A ribbon from a school uniform. It smells faintly of spring rain.”; “A photo booth strip. Someone beside her has been erased by light.”; “A convenience-store receipt for strawberry milk at 11:11 p.m.”; “A train platform announcement: ‘Please remember what you came back for.’”; “A folded letter signed only with a crescent moon.”; “A rainy alley mirror. In it, she is smiling before she knows why.”; “An empty taxi idling by the curb, meter stopped at the day she vanished.”; “A rooftop shrine bell, ringing once without wind.”; and “Her name returns like a song under neon: Hina.” Once all 10 are found, set a completed/won state and show the final message: “All memories found — Hina remembers her name beneath the neon.” The city remains explorable after completion. Build a wide bounded district with a central north-south avenue, cross streets around z=-18 and z=18, side streets around x=-22 and x=22, sidewalks, curbs, and alleys/open areas. Use a dark wet road and grayscale sidewalks and buildings. Populate the scene with repeated monochrome commercial buildings and taller tower buildings lining the streets, with sparse neon window grids. Include road signs, curved streetlights, benches on sidewalks, parked taxis and delivery vans, construction barriers, storefront awnings, crosswalks, lane markings, and puddles with reflective dark surfaces. Add Japanese-style neon signs/billboards reading 記憶, 東京, HINA, MOON, 雨, and 夢 in magenta, cyan, yellow, violet, green, and pink. The overall palette must be almost entirely black, white, gray, and desaturated charcoal, with color reserved for neon accents and memory fragments. Add fog, soft moon/directional lighting, shadows, colored point lights around lamps/signs, and a visible field of softly falling rain. Neon elements should subtly pulse or flicker, and puddles should suggest reflections. Controls: on desktop, WASD and arrow keys move Hina in four directions, with diagonal input normalized; clamp her to the city bounds. Play idle and walk animation clips and smoothly rotate her toward travel direction. Support E or Space as a “remember/check nearby memory” action. Also provide mobile on-screen directional buttons arranged as an up button above left/down/right buttons and a large “Remember” button on the lower right. The interaction button should check for a nearby memory; proximity collection may also happen during normal gameplay as soon as Hina reaches the fragment. HUD/UI: overlay the game title “Afterimage Tokyo” at the upper left in a clean rounded Japanese-inspired font, and a boxed counter at the upper right reading “Memories 0 / 10,” updating as fragments are collected. Show an introductory bottom-center panel reading “Find the glowing fragments. Each one returns a piece of her past.” Display collected poem lines in a dark translucent panel with thin magenta and cyan borders, and show temporary centered message cards for discovery and completion. Use white text with a subtle pink glow, translucent black panels, and cyan/magenta border glows. On narrow/mobile screens show the controls; on wider desktop screens hide them and rely on keyboard input. Implement this as an actual interactive 3D game, not a slideshow. Expose game state equivalent to loaded, memories, totalMemories, won, paused, player position/facing/speed, nearest memory, district (“Shibuya Afterglow”), and collected memory labels, with a way for an external controller to patch player position, memory count, won, or paused state.