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Arcade › Big Top Hearts
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Benjamin Carr built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Big Top Hearts yet. Play it, then tell Benjamin Carr what you would add next.
Big Top Hearts was built by Benjamin Carr 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 Big Top Hearts 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 browser-based 3D third-person adventure game titled “Big Top Hearts.” Use Three.js or an equivalent real-time 3D framework. The player controls a simple original humanoid avatar made from a pale capsule-like body, roaming a circular circus hub under a surreal purple tent. The camera follows behind the player at a fixed third-person distance and can be rotated by dragging; support WASD on desktop, a virtual joystick on mobile, and left/right camera buttons on mobile. The player moves relative to the camera, with movement bounded inside the circular hub. Press E on desktop or the on-screen Interact button on mobile when near a character or portal. Visual style: deliberately simple, colorful low-poly/primitive 3D shapes with a dark violet theatrical atmosphere, soft shadows, glowing neon accents, and original character designs. The hub has a large white circular floor with a pink-and-cyan checkerboard tile pattern, a dark purple cylindrical tent skirt around the perimeter, and a purple cone-shaped ceiling. Add a ring of floating colored bulbs around the tent (pink, cyan, yellow, lavender, green) that emit light. In the center place a small white cylindrical circus host with a rotating magenta torus-knot hat. Above the hub display a large in-world banner reading “Caper’s Carnival.” Populate the hub with six original, abstract circus residents. Each should be represented visually by a colored capsule body, contrasting spherical head, and glowing torus/ring accent, with subtle floating/bobbing and rotation animations. Place them around the hub. Their names, roles, colors, and initial relationship values are: - Pippa: “Nervy jester — wants out, but still laughs with you.” pink/red body with cyan accent; bond 8, romance 1. - Jaxon: “Smirking trickster — teasing, sharp, weirdly loyal.” purple body with yellow accent; bond 8, romance 1. - Raina: “Patchwork sweetheart — warm, steady, good at hugs.” orange body with pale peach accent; bond 8, romance 1. - Glim: “Ribbon artist — anxious, sincere, incredibly affectionate.” cyan body with white accent; bond 8, romance 1. - Zozo: “Modular mood-swapper — playful, blunt, surprisingly tender.” green body with pink accent; bond 8, romance 1. - King: “Noble worrier — dramatic, sweet, ready for ballroom romance.” pale yellow body with white accent; bond 8, romance 1. The main loop is to freely roam, talk with residents to increase bond and romance, and enter portal adventures to collect glowing objects. The top-left HUD should show the plot and objective, including “Find escape clues or build a life in the circus.” and counters “Clues: 0/6 · Belonging: 0/100,” updating as progress is made. Show a controls panel explaining WASD/left stick to move, drag to turn camera, E/Interact near characters, and entering portal rings for adventures. Use dark translucent HUD panels with rounded corners and purple borders, light text, and pink/purple highlights. On mobile show a large translucent circular joystick at bottom left and three stacked rounded gradient buttons at bottom right: Interact, rotate left, rotate right. When the player is within interaction range of a resident, show a prompt such as “Press E to talk to Pippa.” Interacting opens a character dialogue panel displaying the resident’s name, role, bond value and bar, romance value and bar, and a romance-stage label. Romance stages are: 1–20 Acquaintances, 21–40 Friends, 41–60 Crush, 61–80 Partners, 81–95 Engaged, and 96–100 Newlyweds. Include choices: - Chat: +5 bond, +1 romance. - Help on adventure: +8 bond, +3 romance. - Give a keepsake: +7 bond, +6 romance. Unlock additional affectionate choices at romance thresholds: Confess feelings at 45+ (+10 bond, +12 romance), Mild snuggle at 60+ (+8 bond, +10 romance), Kiss at 75+ (+8 bond, +10 romance), and Propose at 90+. Proposal sets that resident’s bond and romance to 100, marks them as married/newlyweds, and adds 18 belonging. Keep the writing mild, tender, affectionate, and adult-coded rather than explicit. The dialogue panel has a Close button and Esc closes panels. Every relationship increase should also increase global belonging by approximately half the combined increase, with a minimum of 1, capped at 100. Place three glowing portal rings on short dark bases around the hub, with rotating emissive toruses, banners, and nearby interaction prompts: 1. “Giggle Maze” at the front/south side, pink ring, banner text “Giggle Maze,” description “Collect five glowing stars before the timer ends.” 2. “Glitch Garden” to the left/west, mint/cyan ring, banner text “Glitch Garden,” description “Gather five petals while the garden warps around you.” 3. “Clockwork Express” to the right/east, yellow ring, banner text “Clockwork Express,” description “Snag five cogs on the moving route and bring them back.” The descriptions can be flavor text; implement the actual mechanic as collecting five glowing pickups, with no need to invent a timer, enemies, combat, or other obstacles. Entering a portal switches to an adventure mode: move the player into a bounded square arena, change the floor and background color to match the portal (dark purple for Giggle Maze, deep green for Glitch Garden, ochre/brown for Clockwork Express), and spawn exactly five floating, rotating, emissive octahedron pickups. Use distinct fixed layouts for each adventure. The pickups should bob up and down, and disappear when the player comes within approximately 1.5 units. An adventure panel states the title, description, and collection progress such as “Collected 3/5 pickups.” When all five are collected, award one escape clue and +10 belonging, display a completion message about finding a strange backstage-exit clue, and provide a Return button. Returning clears the pickups, restores the circus hub appearance, and places the player back near the hub entrance. Adventures may be replayed; six total completed adventures are needed for six clues even though there are three portal types. Implement two possible progression outcomes. When clues reach 6, show an ending panel saying the player pieced together enough clues to crack a shimmering backstage door and escape is possible, while allowing them to continue. When belonging reaches 100, show an ending panel saying the circus no longer feels like a trap and has become home through friendship and deeper bonds. Include a Continue button that closes the ending panel. Do not add combat, inventory, health, enemies, platforming, or unshown quest systems. Use floating toast notifications for actions such as adventure started, pickup collected, and adventure completed. Add subtle animation to NPCs, portal rings, the host, and collectibles; use soft shadows, fog, emissive materials, and a cinematic purple circus presentation.