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Arcade › Amazing Carnival
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Nemo Williams built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Amazing Carnival yet. Play it, then tell Nemo Williams what you would add next.
Amazing Carnival was built by Nemo Williams 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 Amazing Carnival 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-playable first-person 3D toy-horror escape game titled “Amazing Carnival: Chapter 1 — After Closing.” The player explores a stylized abandoned carnival midway at night after the gates have locked. Use a Three.js-like first-person camera with mouse or touch-drag look, a small white crosshair, WASD/arrow-key movement, E or a large mobile GRAB button to interact, and R to restart. Include mobile on-screen D-pad buttons (up, down, left, right) and GRAB. Start with a full-screen title screen: dark purple/black radial background, a large yellow carnival-horror title, explanatory text saying the carnival is closed, the player must collect tickets, wake the prize wheel, escape, and avoid the mascot, plus an “Enter the Carnival” button. On starting, play a skippable roughly 12.6-second introductory cutscene with four cinematic camera shots and subtitles: establish the closed carnival and its locked gates; show that a lost ticket is somewhere inside and the prize wheel is still humming; reveal a mascot waiting behind the tent where the lights do not reach; then state the objective to find 3 gold tickets, power the wheel, open the gate, and avoid Mr. Hops. Allow Space, Enter, Escape, or a visible Skip button to end the cutscene immediately. Build a compact carnival lot on a wet, cracked, dark asphalt ground, bounded roughly 30 units wide and 34 units deep. The player begins near the front at approximately (0, 1.65, 10), facing toward the far end. Use a narrow worn-painted midway path down the center. At the far end, place a large stylized six-sided carnival tent/facade around z=-13.6: a red cylindrical body, yellow conical roof, alternating blue/white vertical trim, and a dark backstage gate centered behind it at about z=-18.05. Put a red warning-glow panel on the gate. The gate is initially locked and physically blocks movement; after the prize wheel is powered, walking within about 1.55 units of the gate opens the escape state and displays an escape message. Line both sides of the midway with five closed colorful game booths per side, alternating red and blue box-like stalls with yellow or white diamond/conical awnings. Add perimeter fence posts along both edges. Scatter the visible props used by the game: rusty barrels and toy crates around the lot, including near the starting area, side paths, and tent. Add a prize wheel interactable centered around (0, -7.2), scaled large enough to be prominent. Give it a glowing/bright carnival treatment and make it rotate slowly once powered. Place exactly three collectible gold tickets at approximately (-5.4, 3.2), (5.2, -2.8), and (-6.5, -11.3). Each ticket should appear as a small bright gold rectangular ticket with a glowing ring/halo, hover or rotate visibly, and be collectible when the player presses E/GRAB nearby (interaction range about 2.3 units). Hide the collected ticket, increment a HUD counter, and show a short pickup message. The HUD should show “Tickets: 0/3” initially and update to 1/3, 2/3, and 3/3. The prize wheel refuses interaction until all three tickets are collected and displays “The wheel needs 3 gold tickets.” Once all three are collected, interacting with the wheel sets it powered, shows that the wheel clacks on and the gate lock released, and changes the objective to reach the backstage gate. Add the enemy mascot Mr. Hops as an animated toy-like bunny model, initially positioned behind/near the tent at approximately (-6, 0, -10), mostly inactive until the first ticket is collected. When the first ticket is picked up, show a message that something woke up in the tent, then activate Mr. Hops. He continuously chases the player through the lot at about 1.75 units/second, increasing to about 1.35x speed after all three tickets are collected. If he comes within about 1.08 units, set a caught/game-over state, show “MR. HOPS CAUGHT YOU — press R to restart,” and update the objective accordingly. Stop movement after being caught or after escape. Mr. Hops should be a clearly visible animated bunny mascot with a colorful toy/mascot-game appearance, but the atmosphere around him should be threatening. Use a moody toy-horror visual style: very dark blue-black night, fog, wet reflective asphalt, subtle puddles, light mist/rain streaks, and faint visible cones of light. Illuminate the midway with alternating flickering cyan and pink/red bulbs mounted along the central sides, with glowing bulb meshes and colored pools of light. Add cool moonlight and soft shadows. Use bright yellow ticket/wheel accents, red-blue carnival paint, and strong contrast against the dark environment. Include a first-person blue grab-hand/arm hint at the lower left of the view. Use cinematic fog and an eerie but colorful abandoned-carnival mood. Keep the HUD visible during play: top-left “Amazing Carnival” in a spooky carnival display font, “Chapter 1: After Closing” below it, and a translucent objective panel showing ticket progress and the current goal. Show centered temporary messages for pickups, failed interactions, the mascot awakening, wheel activation, escape, and capture. After escape display “You escaped Chapter 1. Chapter 2 starts beyond the curtains...” and “You escaped Chapter 1. Press R to replay.” After capture display the restart instruction. Reset must restore all three tickets, turn off wheel power, deactivate and reposition Mr. Hops, reset the player to the entrance, and make the intro skippable/replayable. Provide a readable game-state structure containing player position/look, ticket count, power/escaped/caught flags, cutscene progress, enemy position/active state, and active interactables, but do not show developer/debug overlays in the game.