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Banban Echo

  • 3d
  • first-person
  • mascot-horror
  • exploration
  • kindergarten
  • webgl
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. Michael Reyes built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Banban Echo yet. Play it, then tell Michael Reyes what you would add next.

Make your own game

Banban Echo was built by Michael Reyes 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 Banban Echo 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 Banban Echo

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-based first-person 3D game titled “Banban Echo,” using Three.js or an equivalent WebGL engine. The game is a playable mascot-horror starter scene, not a direct replica of any existing game. Begin with a full-screen dark loading overlay: centered translucent charcoal panel with rounded corners and a thin pale border, uppercase “LOADING…” text, an orange clock button in the upper-right of the panel, “Press T” beneath it, and a horizontal progress bar that fills over roughly two seconds with a blue/pink/yellow gradient. Clicking the clock or pressing T reveals the message “There’s no more time… you must find your kids soon…”. Behind the UI, use a very dark blue-black background and subtle horror atmosphere. The interface should also include the small upper-left title “BANBAN ECHO” and a compact hint reading “Click to lock mouse • WASD move • E interact • V voice.”

After loading, play a short approximately six-second first-person opening cutscene. The camera begins low as if the player is lying down near the front of a long corridor, then smoothly rises to standing height. A friendly Banban-like NPC starts several meters ahead, reaches/leans toward the player during the wake-up moment, then settles into place. Display subtitles near the bottom in a dark translucent rounded box. The opening dialogue is: “Banban: Good your awake...”, then “Banban: we better get moving, go and find a orange keycard. it's gotta be Somewhere around here...”, then “Banban: Come back when you find it, and give it to me.” Use browser speech synthesis if enabled, with a V key toggle and optional voice clips if available. When the cutscene ends, show the objective banner at the top center: “Find the ORANGE keycard and return to Banban”.

The playable section is a first-person exploration of a long narrow kindergarten hallway. The player is at eye height around 1.65 units and can move with WASD, run while holding Shift, and look with mouse pointer lock; clicking the canvas locks the mouse and Escape releases it. Constrain movement inside the hallway: approximately x=-4.6 to 4.6 and z=-44.5 to 10. Use a perspective camera around 70 degrees FOV. The corridor has dark blue-gray walls, a matching ceiling, and a floor extending deep into the scene. Make the floor playful despite the eerie lighting: lay out repeated square colorful tile/decal blocks in red, cyan, yellow, purple, and green in a grid. Put childlike procedural posters on both walls at intervals, showing large letters or numbers such as A, B, C, 1, 2, 3, and a star, with small “KINDER WING” text. Add glowing ceiling strips and colored point lights at intervals. Use dim blue ambient lighting, a cool spotlight, a soft pink accent light near the far end, fog, shadows, and a slightly flickering/uneasy kindergarten mood. The visible visual style should be stylized low-detail 3D, dark neon-pastel colors, and a clean minimal HUD.

Place the NPC near the beginning of the hallway at approximately (0, 0, -6), facing and smoothly turning toward the player. If no external model is supplied, use a simple fallback mascot: a cyan/teal glowing capsule-shaped body with two small bright pink eyes, standing on the floor. Support optional user-supplied .glb loading through drag-and-drop, a file chooser labeled “Load .glb,” and a keyboard L shortcut for a default model path. Normalize a loaded model to roughly 1.75 units high, cast/receive shadows, and use Three.js AnimationMixer. Automatically detect animation clips by names containing idle/breath/stand, walk/locomotion, run/sprint, and talk/speak/chat/mouth; play idle by default and talk during dialogue, with graceful behavior when animations are missing. During the playable scene, the NPC can be interacted with when within roughly 2.1 units: show a centered bottom prompt “Press E,” and allow E or clicking/raycasting the NPC to talk. Before collecting the objective, Banban reminds the player: “Find the orange keycard and bring it back.” After returning with it, show: “You found it… good. Hand it over.” followed by “Okay. Let’s keep moving.” Then clear the objective, show an “Objective complete” toast, and on later interaction say “Keep going…”.

Place a small hovering orange keycard at approximately (3.4, 0.75, -28.5), visibly rotating and bobbing gently, with a tiny ring detail. When the player comes within about 1.15 units, automatically collect it, remove it from the scene, show the toast “Picked up: Orange Keycard,” and change the objective banner to “Return to Banban.” The only required objective chain is finding this card and bringing it back to the NPC; do not add unshown combat, inventory, lives, weapon, or puzzle systems. Keep a small toast notification area at the upper-right, including the initial hint about converting/loading a model. Include a full-screen drag-and-drop overlay reading “Drop a .glb here” and “or press L to load the default model,” shown when appropriate. Use dark translucent HUD panels, rounded corners, subtle borders, uppercase letter spacing, and hide all HUD elements when inactive. Ensure the game starts immediately with a fallback NPC and keycard so it remains playable without an uploaded model.

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