Arcade › Beacon on Blackwater
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Quentin Decoopman built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Beacon on Blackwater yet. Play it, then tell Quentin Decoopman what you would add next.
Beacon on Blackwater was built by Quentin Decoopman 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 Beacon on Blackwater 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 third-person 3D exploration game titled “Beacon on Blackwater.” Set it on a small rocky, circular island surrounded by a dark blue ocean under a deep navy atmosphere. Use a moody low-poly/stylized realistic look with soft shadows, fog, cool blue ambient lighting, and warm gold clue highlights. The camera should follow the player from behind in a third-person perspective, with a perspective view that shows the island and lighthouse as the player moves. World layout: make the island a broad low circular green-gray landmass with a lighter rocky shoreline and dark ocean extending beyond it. Place a simple broad path leading toward the lighthouse. At the north/back side of the island, build a prominent lighthouse: a tall tapered cream-colored sixteen-sided tower, a wide dark gallery near the top, a glowing cyan-blue lantern room, and a dark conical roof. Add scattered low-poly trees, bushes, and large rocks around the island, including around the shore, matching a Quaternius-like cube-world aesthetic. The lighthouse should be visible as the destination, but there is no lighthouse interior or combat system. The player is a lighthouse keeper represented by an animated humanoid character, starting near the southern side of the island at approximately the path’s opposite end. Support movement with WASD and an on-screen virtual stick for touch devices. Include third-person movement at about 5.2 speed, Shift to run, Space to jump, gravity, and an orbit/follow camera approximately 8.5 units behind the player. Keep the player in the explorable island area; the core activity is walking around the island to locate objects. Place exactly three collectible/investigable traces, each marked in the world by a floating, rotating golden octahedron above a thin golden circular ring. Put them at these approximate locations relative to the island center: a salt-stained journal at (-8, 5), a black feather at (9, -1), and a brass key at (5, -8). Keep their markers visible until inspected. The player can inspect a clue when within roughly 2.2 world units: show a contextual button reading “Inspect [clue name]” and allow inspection with E or by clicking/tapping the button. On inspection, hide that clue’s octahedron and ring, increment the counter, and show its narrative text: journal — “A page from the keeper’s journal: ‘The light is answering something beneath the island.’”; feather — “A black feather, cold as wet iron. The gulls avoid this side of the island.”; key — “A brass key stamped with a spiral. It fits no lock in the lighthouse — yet.” Once all three are inspected, show: “The three traces form a path toward the lighthouse cellar. Something is still moving below.” Do not add enemies, fighting, inventory, timers, health, or other objectives. HUD: overlay the game with a dark translucent, thin light-bordered panel at the upper left containing the title “Beacon on Blackwater” and subtitle “The keeper’s log ends three nights ago.” At the upper right, show “Clues found: 0 / 3,” updating through 1 / 3 and 3 / 3 with the number highlighted warm gold. At the bottom center, show a wide translucent bordered message panel initially reading “Find the three traces around the island. Move with WASD or the on-screen stick.” Replace it with clue text after inspection. Put the contextual Inspect button just above this message panel, hidden unless near an uninspected clue. In the lower left, show the small hint “Shift to run · Space to jump · E to inspect.” Use an elegant serif/Georgia-like typeface, pale blue-white text, dark navy panels, and warm gold for clue UI. Make the layout responsive, moving the mobile hint upward when touch controls are present. Rendering and atmosphere: use a dark navy background and matching fog that fades distant geometry, a dark teal ocean plane, a muted green island, pale gray-green rocky shore, warm directional moonlike light from above, cyan emissive lighthouse lantern, and shadow casting/receiving on the island, props, and character. Animate the keeper’s idle character animation and make uncollected clue gems slowly bob and rotate while their rings slowly rotate. The experience should begin immediately in the island exploration state with the counter at 0 / 3 and the initial instruction visible.