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Box City

  • 3d
  • cinematic
  • interactive-story
  • cartoon
  • underwater
  • slapstick
0
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5 plays

How to play

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

Discussion

Nobody has said anything about Box City yet. Play it, then tell Artin what you would add next.

Make your own game

Box City was built by Artin 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 Box City 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 Box City

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 short interactive cinematic 3D story scene titled “The Box City 1” / “Box City,” set inside a stylized underwater rock home with a Bikini Bottom-like vibe but using original generic cartoon starfish characters rather than external IP assets. Use a fixed third-person cinematic perspective with a perspective camera, gentle idle sway, saturated colors, underwater blue fog, soft shadows, floating bubbles, and simple low-poly/cartoon geometry.

Scene layout: a sandy circular floor sits inside a large gray-beige dome/rock interior with mottled patches. Place colorful coral props around the edges and many translucent blue bubbles rising through the scene. At the center/back is a round dark-brown table with a single pedestal leg and two blue chairs. Seat two pale blue star-shaped grandparents at the table. Put a large pink star-shaped character (Patrick) on the left side of the room and a larger darker pink star-shaped mother on the right. Each star character should be made from a faceted rounded body, five capsule-like limbs, two white spherical eyes with black pupils, and a simple curved dark mouth. Add bright saturated underwater lighting: cyan ambient/hemisphere light, white directional key light, green fill and magenta rim light, plus volumetric-looking fog.

Core interaction is story advancement, not free movement. Clicking/tapping the screen or pressing Space/Enter advances to the next beat, but each beat has a short automatic lock/timing period during which input does nothing; show “...” while locked and “Click / Space” when ready. Pressing R immediately restarts the entire scene at Beat 1. Include synthesized cartoon blip, gulp, rumble, and noise-like sound effects that begin after user interaction if browser audio requires activation.

Implement exactly five sequential story beats:
1. Display HUD text: “Beat 1: Patrick’s mother serves the steaming Super-Greasy Pizza to the grandparents.” Start a glowing greasy pizza near the mother and animate it across the scene onto the table over about two seconds while the camera gently moves toward the table. The pizza is a layered round prop with brown crust, yellow cheese, a bright emissive greasy ring/glow, and visible white steam puffs. Lock advancement for roughly 2.5 seconds.
2. Display: “Beat 2: Patrick has a heroic/clumsy realization — the grease is dangerous for them!” Focus the camera toward Patrick. Pop a glowing yellow lightbulb and a white thought-bubble billboard above him; the thought bubble visibly says “GREASE = BAD !”. Scale both in with a cartoony bounce and hide them on the next beat. Lock for about 1.9 seconds.
3. Display: “Beat 3: Slow motion! Patrick lunges forward and devours the entire pizza in one giant gulp.” Visually slow the action to about one quarter speed, dolly the camera toward the table/action, and animate Patrick lunging from the left toward the pizza with exaggerated squash-and-stretch. When he reaches it, play a gulp/noise effect, emit many steam puffs, hide the pizza completely, and briefly bulge Patrick’s faceted body/belly. Restore normal time after the gulp. Lock for roughly 3.2 seconds.
4. Display: “Beat 4: The maternal grandfather turns bright red with rage — steam blasts from his ears.” Swing the camera toward the grandfather. Gradually change the grandfather’s main body from pale blue to vivid red, add a dark-red emissive rage effect, shake the camera, and burst white steam puffs outward from both sides of his head/ears. Use a low angry rumble/noise effect. Lock for about 2.6 seconds.
5. Display: “Beat 5: Something huge blocks the light — a Box-Plane shadow looms over the house.” Dim the ambient, key, green fill, and magenta rim lights. Sweep a large semi-transparent rectangular black shadow horizontally from left to right across both the floor and upper interior, suggesting an enormous box-shaped plane passing overhead; do not show a detailed aircraft, only the shadow. Slowly tilt/raise the camera as it passes. At the end, show the hint “R to restart,” leaving the scene in its ominous end state.

HUD: overlay a translucent dark rectangular panel near the lower portion of the screen with large white beat narration text, plus a smaller right-side prompt such as “Click / Space,” changing to “...” during locked animations and “R to restart” at the end. At the upper left, show a bordered title panel reading “THE BOX CITY” with a small “1” beneath/near it and the instruction “Click / Space to advance • R to restart.” Keep the HUD clean and readable over the cinematic scene.

Add subtle continuous character idle rotations, pulsing pizza glow while visible, rising/wobbling bubbles, and reusable soft white steam particles. On restart, reset beat index, characters, pizza position/visibility, Patrick’s scale, grandfather’s color, light intensities, shadow opacity/position, camera, effects, and HUD to Beat 1. Use original stylized geometry and a playful slapstick cinematic tone; the final shadow and message should imply that a kidnapping sequence is about to begin without implementing a further kidnapping scene.

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