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Anima Dating Sim

  • visual-novel
  • dating-sim
  • anime
  • branching
  • mobile
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Adam Peacock built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Anima Dating Sim was built by Adam Peacock 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 Anima Dating Sim 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.

Read the build brief for Anima Dating Sim

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 mobile-first browser visual novel/dating sim titled “Anima Dating Sim.” The game is a short, choice-driven romance game with two selectable-through-replay routes: Aiko and Reina. A playthrough has 5 sequential days/scenes, one choice per day, then a stat-based ending. The player taps/clicks one of three choice buttons, or presses keyboard 1, 2, or 3. On the ending screen, a full-screen “Play again” button starts a fresh run on the other route; keyboard R does the same route switch. Do not add a title screen or route-picker: the initial run begins directly on Aiko Day 1, and replay switches Aiko to Reina or Reina to Aiko.

Presentation: render a dreamy nighttime school courtyard in Three.js behind the interface. Use a dark purple-to-black atmospheric sky with fog, a pale moon high on the left, a dim circular ground plane, and stylized pink cherry blossom trees/canopies framing the scene on both sides. Animate around 90 small pink petals drifting downward with sideways movement and rotation, plus about a dozen faint translucent floating heart sprites. Give the camera a subtle slow sway and the blossom arch a slight rotation. Aiko’s route should use warmer violet/pink sky colors, a warm pale moon, and blue fill light; Reina’s route should shift the sky toward deep blue and the moon toward cool white. Let affection, confidence, and charm subtly increase heart visibility/environment brightness, but keep the dialogue UI readable above the scene.

Overlay a glassmorphism HUD over the full viewport, using rounded translucent dark-purple panels, white text, pink/blue/purple gradients, soft shadows, and responsive mobile layout. At the top show chips for “Route Aiko/Reina” and “Day 1/5” through “Day 5/5”; show three stat chips labeled “Affection,” “Confidence,” and “Charm,” all starting at 0. In the central/right area show a route-colored stylized character portrait made from simple graphic shapes/gradients rather than requiring external character art: a rounded rectangular pink-to-purple card, pale face/body, dark hair cap, simple eyes and mouth, and a glowing circular highlight. Under/near it show a rounded mood pill. On desktop the portrait is at the right above the dialogue; on narrow mobile screens it is centered and the choices stack vertically. The bottom dialogue panel is a large rounded translucent dark card. It contains a gradient nameplate in uppercase (“AIKO” or “REINA”), a large serif-like narrative line, a smaller muted subline, three large choice buttons, and helper text “Tap a choice — or press 1, 2, 3.” Buttons have distinct gradients: choice 1 pink/purple, choice 2 blue/indigo, choice 3 orange/pink. Each button shows numbered choice text and a smaller effect hint.

Game state: routeKey is aiko or reina; dayIndex 0–4; affection, confidence, charm numeric stats; lastResponse; gameOver; and ending. Each choice immediately adds its effects and shows its response as the next displayed dialogue while advancing to the next day. On the fifth choice, stop advancing, calculate the ending from the accumulated stats, hide choices, and show a centered modal over a blurred dark overlay. The ending modal has a title, descriptive text, and “Play again.”

Aiko route content:
Day 1 mood “Curious.” Intro/narrative: “You spot Aiko sketching under the cherry trees before class. She glances up, waiting to see what kind of person you are. Aiko closes her sketchbook halfway. ‘You noticed my art... so what do you think?’” Subline “First impressions matter.” Choices: “Praise her style” (+2 Affection), response “Her shoulders relax. ‘That... means a lot, actually.’”; “Ask what inspires her” (+1 Charm, +1 Confidence), response “She brightens fast. ‘Rain, train stations, people who look lonely.’”; “Challenge her to draw you” (+2 Confidence), response “Aiko laughs. ‘Bold. I kind of respect that.’”
Day 2 mood “Warming up.” “Lunch break. Aiko saved you a seat on the rooftop, but she pretends it was accidental.” Subline “You have one chance to set the tone.” Choices: “Share your own secret hobby” (+2 Affection), “She leans closer. ‘So you trust me with that? I’ll keep it safe.’”; “Tease her gently” (+2 Charm), “She rolls her eyes, but she’s smiling the whole time.”; “Promise to bring dessert tomorrow” (+1 Affection, +1 Confidence), “‘Now I’m going to hold you to that,’ she says, almost playful.”
Day 3 mood “Unexpected rain.” “A storm hits after school and the two of you get trapped in the music room. The power flickers.” Subline “She looks nervous for the first time.” Choices: “Stay calm and talk her through it” (+2 Confidence), “Aiko watches you carefully. ‘You make things feel... less loud.’”; “Tell a ridiculous story to make her laugh” (+2 Charm), “Her laugh breaks the tension and fills the whole room.”; “Offer your jacket and sit quietly beside her” (+2 Affection), “She takes the jacket slowly. ‘You notice the small things.’”
Day 4 mood “Festival prep.” “The school festival is tomorrow. Aiko asks if you’ll visit the art exhibit she made just for one important person.” Subline “This is the turning point.” Choices: “Say you wouldn’t miss it” (+2 Affection), “She tries to hide how happy that made her. She fails.”; “Ask to help set it up tonight” (+1 Affection, +1 Confidence), “‘Then stay until the last lantern is up,’ she says.”; “Flirt: ‘Only if I get a private tour.’” (+2 Charm), “Aiko blushes, then smirks. ‘You’re impossible.’”
Day 5 mood “Confession night.” “Lanterns sway over the courtyard. Aiko waits beside her final painting — it is unmistakably of you.” Subline “One last answer decides the ending.” Choices: “Confess honestly” (+3 Affection), “Aiko’s eyes go wide, then gentle. ‘Then... let me say it too.’”; “Ask her to walk home with you first” (+1 Affection, +1 Confidence), “She nods, smiling like she already knows where this is going.”; “Make it dramatic and charming” (+2 Charm, +1 Affection), “She laughs into the confession, cheeks red and eyes shining.”
Aiko endings: if affection >= 9, title “Aiko True Route,” text about Aiko giving the player the painting and asking them to keep showing up in her life as her person, walking home under lantern light and planning a first real date. Otherwise, if charm >= 7 and affection >= 6, title “Aiko Spark Route,” text about teasing conversations becoming the bright, messy start of something real. Otherwise title “Aiko Slow Burn,” text about not rushing, promising to meet after school again, and a quieter romance that is definitely there.

Reina route content:
Day 1 mood “Testing you.” Intro/narrative: “Reina, the student council ace, is timing everyone at track practice with impossible precision. She notices you watching and raises an eyebrow. Reina clicks off her stopwatch. ‘If you’re just here to stare, at least be entertaining.’” Subline “She respects confidence — not noise.” Choices: “Match her energy with a smart comeback” (+2 Charm), “One corner of her mouth lifts. ‘Good. You can keep up.’”; “Offer to help with practice setup” (+2 Affection), “She studies you, then hands over a clipboard. ‘Try not to disappoint me.’”; “Ask what drives her so hard” (+1 Affection, +1 Confidence), “Her answer is quieter than expected. ‘I hate wasting potential.’”
Day 2 mood “Late afternoon run.” “You end up jogging beside Reina after school. She sets a brutal pace without warning.” Subline “This is a duel disguised as cardio.” Choices: “Keep pace without complaining” (+2 Confidence), “She glances over, impressed you did not fold.”; “Make her laugh mid-run” (+2 Charm), “Reina actually breaks rhythm laughing. Victory.”; “Tell her she can slow down if she wants” (+2 Affection), “‘You think I’m tired?’ she asks — but she sounds pleased you noticed.”
Day 3 mood “Pressure cracks.” “A scheduling mistake puts the festival committee in chaos. Reina is handling all of it alone.” Subline “You can step in — or step back.” Choices: “Take charge of one task without asking” (+2 Confidence), “She exhales. ‘For once, someone just solved the problem.’”; “Stay with her until everything is done” (+2 Affection), “Near midnight, she finally lets her guard down around you.”; “Distract her with vending machine coffee and jokes” (+2 Charm), “She pretends the coffee is terrible. She drinks the whole thing.”
Day 4 mood “Moonlit honesty.” “On the empty school field, Reina admits she is scared of becoming someone admired but never truly known.” Subline “No dodging now.” Choices: “Tell her you already see the real her” (+2 Affection), “Her voice softens. ‘That line should not have worked on me.’”; “Promise to challenge her forever” (+2 Confidence), “She smiles like she has finally found an equal.”; “Flirt and call her terrifyingly cute” (+2 Charm), “She looks away first. That feels important.”
Day 5 mood “Fireworks finish.” “Festival fireworks bloom above the track. Reina asks whether you intend to keep chasing her after tonight.” Subline “Choose your answer carefully.” Choices: “‘I’m not chasing. I’m staying.’” (+3 Affection), “Her breath catches. ‘That’s... unfairly effective.’”; “Hold out your hand and let her decide” (+1 Affection, +1 Confidence), “After one long second, she takes it.”; “Challenge her to a first-date race” (+2 Charm, +1 Affection), “She laughs under the fireworks. ‘You really are trouble.’”
Reina endings: if confidence >= 8 and affection >= 7, title “Reina Power Couple,” text about Reina choosing the player with race-like certainty and becoming a school-legend pair pushing each other higher. Otherwise, if charm >= 7 and affection >= 6, title “Reina Banter Route,” text about every date becoming competition and flirting until Reina smiles before the player speaks. Otherwise title “Reina Respect Route,” text about earning Reina’s trust slowly, beginning with joined hands under fireworks and becoming a lasting romance.

Expose optional browser state helpers window.getGameState() returning route, day, stats, ending/gameOver, and mood, and window.setGameState(patch) accepting routeKey, dayIndex, affection, confidence, charm, lastResponse, gameOver, reset, and showEnding, while preserving the same visible game behavior.

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