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AquaDome Odyssey

  • 3d
  • exploration
  • arcade
  • timed
  • cruise-ship
0
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9 plays

How to play

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

Discussion

Nobody has said anything about AquaDome Odyssey yet. Play it, then tell Renee what you would add next.

Make your own game

AquaDome Odyssey was built by Renee 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 AquaDome Odyssey 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 AquaDome Odyssey

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 playable stylized 3D third-person exploration game titled “AquaDome Odyssey,” set on the upper decks of a large cruise ship surrounded by a bright blue ocean and hazy sky. Use a clean, low-detail Three.js-like resort aesthetic: pale blue/white deck surfaces, dark blue ship hull and rail trim, yellow-orange accent elements, soft shadows, foggy ocean horizon, and color-coded glowing attraction markers. The camera should be a smooth chase camera positioned behind and above the avatar, looking toward the avatar; allow the player to rotate it horizontally by dragging the mouse or holding Q/E.

Build the ship as three connected rectangular/rounded deck levels running along the ship’s long forward/back axis. The lowest deck is broad and pale blue-gray, the middle deck is narrower and white, and the top deck is narrower still. Add white perimeter railings, a dark blue hull beneath the decks, a pointed/angled bow, and visible ramps connecting the levels. The playable ship should be bounded so the avatar cannot walk off the decks. Include a long contrasting center strip on the lowest deck, a bright cyan rectangular pool and translucent low dome structure on an upper deck, potted palm trees along the deck edges, a green lawn area with a couple of oversized chess-like blocks, and the surrounding ocean plane far below.

The player is a small stylized humanoid astronaut/resort explorer: a coral-red capsule-shaped body with a white spherical visor, casting a shadow. Start the player on the lowest deck near the rear/stern at approximately the centerline. Move with WASD or arrow keys relative to the current camera direction. Holding Shift makes movement 1.65 times faster. The player should smoothly accelerate/decelerate, face the direction of travel, and smoothly follow the ship’s ramp elevations as they move between decks. Camera rotation should be independent of movement and smoothly interpolate behind the player.

Place exactly twelve glowing attraction pads distributed across the three decks. Each attraction consists of a colored circular platform with a subtle emissive glow, a pulsing ring on the floor, a floating dark translucent rectangular label with a light border and white text, and a simple animated icon that gently bobs/rotates above it. The attractions and point values are: Go-Karts (100), Roller Coaster (125), Surf Simulator (110), AquaTheater (130), Zip Line (120), Ice Rink (140), Infinity Pool (140), Mini Golf (100), Laser Tag (145), Planetarium (130), Skywalk (160), and Observation Pod (180). Use the actual names above, including “Laser Tag” and not an alternate attraction name. Distribute the first six along the lowest deck, four on the middle deck, and two on the top deck. Use varied icon silhouettes: a translucent dome for dome-like attractions, a torus/wheel for Observation Pod, a tall tower for some attractions, and a simple white block for others. Keep labels facing the camera.

The goal is to visit as many attractions as possible during a 120-second cruise run. An attraction is collected automatically when the player approaches its glowing pad within a small spherical proximity radius; hide its pad/icon/label after collection, add its assigned points, increment the visited count, play a short cheerful tone, and show a bottom-center notification such as “Infinity Pool visited — +140 points.” Once all twelve are visited, award an additional 300-point full-sweep bonus, end the run, and display a message telling the player to press R to cruise again. There is no health, enemy, or other fail state: when the timer reaches zero, stop movement and show the final score with an instruction to press R to restart. R resets the timer, score, visited attractions, player position, and all attraction visuals.

Add a fixed translucent dark HUD in the upper-left/upper portion of the screen. It should show the bold title “AquaDome Odyssey,” subtitle “Cruise ship deck run,” and live stats: “Score: 0,” “Visited: 0/12,” and “Time: 120s.” Also show concise controls: “WASD / Arrows move,” “Shift sprint — drag mouse or Q/E rotate camera,” and “Visit glowing attractions before time runs out.” Use rounded panels, subtle blue borders, and readable white sans-serif text. Show temporary rounded dark notification banners at the bottom center for run start, attraction visits, completion, and time-out. Provide light ambient resort/ocean audio or short synthesized tones on attraction collection if supported, while keeping the game playable without sound.

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