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Arcade › Broken Mirror
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jaivon Wright built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Broken Mirror yet. Play it, then tell Jaivon Wright what you would add next.
Broken Mirror was built by Jaivon Wright 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 Broken Mirror 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.
Recreate "Broken Mirror" as a compact first-person office-survival horror game in a low-poly 3D night office. The player sits at a security desk and monitors eight CCTV feeds through a tablet-style camera console. The scene is dark blue/black with soft fog, moonlight, glowing warning lights, a window in the back wall, overhead pipes, a desk and chair, computer prop, and lanterns. Use a stylized Kenney-like low-poly aesthetic mixed with procedural supernatural objects and a clean sci-fi CCTV HUD. The camera view faces the office and desk while the tablet is open; when the tablet is closed, switch to a side-office view aimed upward at the overhead pipes so the player can use the ceiling fan against Ivy. The game should support desktop keyboard and on-screen buttons. The objective is to survive a short night from 12:00 AM until 6:00 AM, approximately two minutes in real time. Show a prominent HUD with the current time, Power percentage, Fractures count out of 8, and the current camera name. Power drains continuously: faster while the tablet is open, especially on CAM 6 Window, and additionally while either security door is closed. Camera switching and controls also consume small amounts of power. The player loses if power reaches 0% or all eight camera feeds are fractured. The player wins at 6:00 AM. Include a start overlay with the title, instructions, and a Start/Restart Night button. The eight selectable cameras are arranged as buttons in a 4-by-2 grid and labeled: CAM 1 Lobby, CAM 2 Hall, CAM 3 Storage, CAM 4 Server, CAM 5 Break, CAM 6 Window, CAM 7 Alley, and CAM 8 Exit. The active camera button is highlighted blue. The feed is a rounded dark panel with scanlines, vignette, a title/status row, and simple room silhouettes such as floor, door, box, server, window, or exit depending on the selected camera. A fractured feed becomes nearly black and displays large pale shard overlays, with status UNREADABLE. On the main 3D monitor wall, show eight small colored camera screens and numeric labels. Threat 1: Broken Mirror camps outside the office window. Build her as a procedural cracked mirror: a dark frame, reflective pale-blue glass, bright crack lines, and two small red glowing eyes. After a hidden cooldown she appears in the window and displays the warning "BROKEN MIRROR IS IN THE WINDOW — FLASH HER NOW". Give the player a short camping period followed by a visible charging period with jagged red laser-glare beams. Press Space or the on-screen WINDOW LIGHT button to flash the window; the flash creates a warm yellow cone/light effect, costs power, and makes her retreat. If ignored until the charge completes, her Jagged Laser Glare fractures one random camera feed into unreadable shards permanently, then she disappears and returns later. Flashing has a brief cooldown. Threat 2: Cassette Tape hacks one currently unfractured camera. Model it as a procedural black cassette with a cyan glowing label, two spinning reels, and loose black magnetic tape strands. It appears near the window/monitor area and announces a faint "hssss" warning. The selected camera button changes to a rewind symbol and that feed reports a visual delay loop, with cyan tint/flicker and a countdown of roughly 20 seconds. Press D or the DE-GAUSS / REWIND button while the tape is hacking to make it retreat and restore the feed. If the countdown expires, Cassette Tape rushes in and ends the shift immediately rather than merely fracturing a feed. De-gaussing outside an active tape event should give a small warning that no hiss is active. Threat 3: Juice Box hops from the vent toward the desk. Build a small orange juice-carton character, preferably with a simple low-poly carton, fruit label, and bendy straw. It bounces and rotates as it approaches over roughly four seconds. Warn the player with "Juice Box is hopping toward the desk — FLASH VENT LIGHT". Press V or the on-screen VENT LIGHT button to create an orange vent-light cone and make it retreat. If it reaches the desk, it slaps a large holographic multicolor fruit sticker over the tablet feed for several seconds; the sticker reads "FRUIT STICKER" and has strawberry/orange fruit decorations, wobble, glow, and blocks camera visibility. Vent light can shorten the sticker duration if used afterward. Threat 4: Rainbow Glare lounges in a hallway. Build it as a small reflective luminous core with a white halo and a rotating canopy made from six additive colored beams (red, yellow, green, cyan, purple, pink). It appears at either side of the back hallway. While it lounges, Video Filter mode scrambles the feed into a rapidly rotating saturated rainbow/conic pattern and the feed status says IR SCRAMBLED — USE AUDIO. The player must press F or the on-screen FILTER button to switch from FILTER: VIDEO to FILTER: AUDIO, while the tablet remains open, then track the threat by sound until its timer runs out. Audio mode hides the room visuals and shows animated cyan sound bars/equalizer columns, with occasional faint hiss/audio cues. Audio tracking makes Rainbow Glare move on faster; without it, the rainbow scramble persists and power drains somewhat. Once it moves on, restore night vision. Threat 5: Ivy crawls through the overhead pipes. Build a procedural green vine made from pipe segments, neon-green leaves, and glowing neon-magenta poison sap drops. Warn: "Ivy is crawling through the overhead pipes — LOOK UP + STATIC BRISTLE FAN". Ivy crawls across the ceiling over several seconds. Press U or the on-screen STATIC BRISTLE FAN button: close the tablet/switch to the upward side-office view, show a magenta fan/tickle cone and light from the ceiling-mounted Static Bristle Fan, and make Ivy retreat. If ignored, Ivy begins dripping poison sap from the ceiling; sap glows magenta and creates a continuing power drain. The fan can also dry an active sap effect. Hide the Ivy after it retreats or its dripping period ends. Put the main action controls inside the console beneath the camera buttons: EXIT/OPEN CAMERA, FILTER: VIDEO/AUDIO, LEFT DOOR, RIGHT DOOR, WINDOW LIGHT, VENT LIGHT, STATIC BRISTLE FAN, and DE-GAUSS / REWIND. Left/right security shutters can be toggled independently with Q/E or their buttons; animate each shutter rising/lowering and make closed doors visibly glow slightly while draining extra power. Keyboard controls: 1-8 select cameras, Space starts the night if not started and otherwise flashes the window light, D de-gausses, V flashes the vent, U activates the fan, F cycles filters, Q/E toggle doors, and Escape/C closes or toggles the tablet. Show urgent controls with pulsing colored highlights: yellow for mirror, orange for Juice Box, magenta for Ivy, purple for Rainbow Glare, and cyan for Cassette Tape. Include brief warning text, click/glitch/hiss-style feedback, camera shake on scares, animated monitor interference, and clear end-state overlay text such as "Shift Complete" or "Office Overrun" with the reason and a restart prompt. Do not add weapons, movement controls, scoring, extra enemies, or mechanics beyond this camera-management, power-conservation, and threat-response loop.