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Arcade › AR of Fun
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jayce Flournoy built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about AR of Fun yet. Play it, then tell Jayce Flournoy what you would add next.
AR of Fun was built by Jayce Flournoy 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 AR of Fun 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 mobile-first browser AR-style mascot-horror game titled “World AR of Fun” (the project may be presented as “AR of Fun”). Build it as a first-person Three.js experience layered over a rear-camera video feed when permission is granted; if permission is denied, continue with a simulated dark blue-gray camera background. Mirror the camera feed horizontally and add a cyan scanline/camera tint: thin horizontal lines, a cool blue vignette, and a subtle high-tech surveillance look. The 3D world should be mostly procedural and original, with an open scanned safe-walk area represented by a translucent dark teal circular floor and a faint cyan grid. Use a dark, moody, neon cyan UI with monospace readouts, translucent black panels, glowing borders, and cyan-to-lime progress bars. Do not use official FNAF characters, names, models, or text; use original mascot names and the CC0 Kenney Bunny GLB as the mascot shell if available. Opening screen: show a full-screen centered dark translucent card with a cyan border/glow, the large title “World AR of Fun,” a description explaining that this is a camera-on mascot-horror AR slice, and a prominent “SCAN ROOM” button. Also show a small disclaimer that the game uses original mascot bots and CC0 assets rather than official FNAF material. On tapping Scan Room, request the device camera with environment-facing video, but do not block gameplay if it fails. Hide the intro and display a top room-scan panel labeled “AI Manager room scan,” a percentage, and a horizontal progress bar that fills from 0 to 100% over roughly 13 seconds. Display a cyan monospace room readout beneath it with exactly this type of information: “ROOM MAP: [percent]%; SAFE WALK SPACE: [meters]m x [meters]m; SIGNAL: CAMERA LIVE” or “SIMULATED.” The safe space grows from approximately 1.6m to 4.2m as scanning advances. During scanning, show manager messages such as “AI Manager online. Camera permission requested. Hold still while I map a safe delivery zone,” “Floor plane found. Checking if you have enough walking room...,” and “Space accepted. Keep pets, chairs, and humans out of the delivery zone.” When scanning reaches 100%, mark the room accepted, show the floor/grid, and trigger an incoming-object message. A small dusty procedural smartphone should drop from y=6 toward the floor at z=-4.2 while rotating and wobbling. Model it as a thin dark rectangular phone with a blue-black screen, cyan glowing ring/signal detail, floating tan dust motes, and around ten tiny original roach-like bugs that scatter outward across the floor. Give the player a left virtual thumbstick (keyboard WASD/arrows may also work) and bounds around x=-2.8..2.8 and z=-5.5..1.3. After the phone lands, change the instruction to “Phone landed. Tap directly on the phone to pick it up.” The player must tap/raycast the actual 3D phone model; tapping elsewhere should display “Tap the actual phone model to pick it up.” No distance check is required. After pickup, play a short phone boot cutscene. Move the recovered phone close in front of the first-person camera, gently bobbing and tilted, with its cyan ring pulsing. Show a centered dark translucent bordered text card, progressing through: “PHONE RECOVERED / Dust clearing... boot signal found.” then “AI MANAGER CONNECTED / Special delivery warm-up selected.” then “TRAINING RULE / Flash to reveal. Shock when close. Collect parts after victory.” Use original procedural/CC0 interface sounds, glitch/phase-jump/click/confirmation cues, and a low Web Audio ambient drone started after the first touch. Optional speech synthesis can read the manager messages in a low, slightly robotic voice. After roughly 4.7 seconds, begin the mascot delivery encounter. Load a CC0 Kenney Bunny GLB (or an equivalent simple original toy-like mascot model) and tint it according to a selectable skin. Provide four touch-friendly skin chips at the upper right: “Mint Bunny” (mint/cyan-white), “Sun Cub” (yellow/orange), “Berry Cat” (purple/pink), and “Shadow Bot” (dark gray/cyan). Skin choice changes the mascot material and its movement pressure: mint speed multiplier about 0.92, sun 1.1, berry 1.0, shadow 1.24. The mascot initially appears far away at z=-9 and faces the player, but should flicker in and out according to the signal/static state. Show a central cyan circular crosshair/reticle during combat. Combat is a timing tutorial, not free-form shooting. Put two large round controls at the lower right: a yellow “LIGHT” button and a larger cyan/white/blue “SHOCK” button. Display a two-column combat HUD near the top with BATTERY (starting at 100%) and STATIC, each with glowing progress meters, plus a full-width “SIGNAL: [phase]” readout. The phases are SEARCH, CHARGE, and HAYWIRE — HOLD. Light reveals the mascot and reduces static by 18, but consumes 4 battery immediately and causes continuing battery drain while active; passive battery drain is about 1.1 per second, rising to about 5.5 per second immediately after lighting. The LIGHT action should say “LIGHT sweep: signal revealed. Watch for a charge,” or, during haywire, “LIGHT shows a haywire stare. Do not shock yet.” The encounter cycles automatically. During SEARCH, static fluctuates down and the mascot is only intermittently visible when static is high. After a random timer, transition either to CHARGE (about 66% chance) or HAYWIRE (about 34% chance). During CHARGE, show a visible mascot running toward the player, increase static, and move it from about 7.5 units away toward the camera at roughly 2.2 units/second, slightly faster as health decreases. The player must press SHOCK while the phase is CHARGE and the mascot is closer than 3.2 units. A correct shock reduces the mascot’s three-point health by one, stuns it for one second, resets it to roughly 8–9 units away, resets the phase to SEARCH, and displays “Controlled shock landed. [remaining] salvage locks left.” Three correct shocks win. During HAYWIRE, show a close visible idle/staring mascot at about 2.7 units, force static near 95%, and display “Haywire stare. Do NOT shock. Wait it out.” Pressing SHOCK during HAYWIRE should not deal damage and should display “Bad shock. It was haywiring — wait for the charge, not the stare.” A mistimed shock outside the close CHARGE window consumes 15 battery and displays a wasted-shock warning. If the player lets the charging mascot reach about 0.95 units, or battery reaches zero, lose the encounter. On loss, hide combat HUD, move/enlarge the mascot close to the player, show the intro again with title “Delivery Failed,” and change the button to “RESTART SCAN.” On victory, stop combat, play a celebratory mascot animation/dance if available, move it to around z=-2.6, and drop exactly five floating collectible robot parts around the scanned room at positions comparable to (-1.8,-3.2), (1.55,-3.65), (0.2,-1.9), (-2.2,-5.0), and (2.1,-4.8). Each part should be a glowing gold gear/torus ring with a blue metallic charge core, rotate and bob above the floor, and be collected automatically when the player walks within about 0.72 units. Show a gold monospace “PARTS [collected]/5” HUD. Play a pickup cue and message after each collection; after all five, display “All parts collected. The phone stored them in your delivery kit. Bigger robots can be added next.” Keep the first-person camera at approximately eye height y=1.62 with a 68-degree perspective view, ambient fog from dark navy at roughly 6–18 units, cool hemisphere/directional lighting, soft shadows, and a subdued dark-blue AR camera aesthetic. Include responsive mobile safe-area positioning, pointer/touch input, and keyboard fallback, but keep all visible features limited to this scan → phone recovery → boot cutscene → timed mascot combat → five-part collection loop.