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Arcade › Campus Days
Click the game above and it runs right here in your browser. No download, no installer, no account needed. temi ogunbanjo built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Campus Days yet. Play it, then tell temi ogunbanjo what you would add next.
Campus Days was built by temi ogunbanjo 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 Campus Days 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 playable 3D third-person campus-life time-management game titled “Campus Days.” Use a low-poly, stylized campus environment viewed from behind and slightly above the student, with a smooth follow camera. The scene should have a pale blue-green sky/background with light fog, soft afternoon sunlight and shadows, a large green campus lawn, and a broad beige central plaza. Place four colorful low-poly campus buildings around the plaza: Lecture Hall at approximately (-13, -8), Hostel at (13, -8), Cafeteria at (-13, 8), and Library at (13, 8), with small colored sign boards near each building. Add scattered stylized trees around the campus, simple fence sections, and a bright green sports field toward the rear with two white goal posts. Use simple Kenney-like commercial/suburban low-poly assets or equivalent geometric models, with warm, clean, readable colors and soft shadows. The player is a simple first-year student avatar: a blue capsule-shaped body with a round peach-colored head, no facial details required. Start the player near the front/south side of the plaza, around (0, 0, 14). Allow movement with WASD and a mobile touch joystick; use third-person controls with roughly 6 units/second movement, gravity, and a camera distance of about 7 units. The student can freely explore the campus. Continuously determine the nearest landmark: when within about 10 units of a building, show “Near [landmark] — choose an activity below.” The sports field also counts as a landmark when it is closer and within 12 units. Otherwise show “Explore the campus — move toward a building to get your bearings.” This proximity text is guidance only; do not require actual proximity to press the activity buttons. Overlay a responsive glassy dark HUD over the 3D view. At the top show “FIRST YEAR · WEEK 1” and the title “Campus Days.” Show four stats with large values and small horizontal bars for GPA, Energy, Money, and Social. Initialize them exactly as GPA 72, Energy 82, Money $55, Social 38. Use warm yellow for the GPA bar, mint green for Energy, light blue for Money styling, and lavender for Social. Also show the current clock as “Mon · 08:00” initially, with the hint “Walk with WASD or the touch joystick.” At the bottom show the location/exploration message and “Choose an activity to use this time slot.” Provide responsive buttons: “Attend class,” “Study,” “Work,” “Hang out,” and “Next slot ›.” Make the first action button yellow and the others dark blue-gray. Implement a weekly schedule with time slots 08:00, 10:00, 12:00, 14:00, 16:00, 18:00, and 20:00. The current day starts as day 1, Monday, at slot 08:00. Pressing an activity applies its stat changes, displays a brief toast notification, and advances to the next time slot. Activity effects are: Attend class: GPA +5, Energy -14, Money unchanged, Social +1, with toast “Class attended”; Study: GPA +7, Energy -12, Money unchanged, Social -2, with toast “Focused study”; Work: GPA -1, Energy -18, Money +22, Social -1, with toast “Shift complete” and an additional “+