Arcade › Campus Secrets
Click the game above and it runs right here in your browser. No download, no installer, no account needed. definitelynotmax (Maxwell) built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Campus Secrets yet. Play it, then tell definitelynotmax (Maxwell) what you would add next.
Campus Secrets was built by definitelynotmax (Maxwell) 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 Secrets 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 stealth/adventure game titled “Campus Secrets,” set on a stylized after-school school campus courtyard. Use a soft low-poly look with simple Kenney/Quaternius-style student character models, strong shadows, warm directional sunlight, blue-gray sky/fog, green grass, beige paved walkways, dark navy school buildings with reddish roofs, trees, a bench, a main school building, club buildings in the distance, and a dumpster/trash can. The camera should follow the player from behind at about 5.8 units, with a perspective view and light atmospheric fog. At startup, show a full-screen dark translucent title overlay with a centered navy card. Display “Campus Secrets,” the story text “You’re late for the after-school club meeting. Slip across the courtyard, collect the hidden notes, and keep your distance from the student council captain.”, a gold “Enter campus” button, and the control hint: “WASD / arrows to move · Shift to run · Space to jump · E interact · R carry corpse · X dump/discard at trash · 1 hide · 2 equip · F attack · Q struggle”. Clicking the button or pressing Enter starts the game. The player is a casual student character starting near the front of the courtyard at approximately (0, 0, 12). Move with WASD or arrow keys, run with Shift, jump with Space, and use third-person movement controls. The main objective is to collect three glowing club notes and then reach the club room/far end of campus. Place the three notes at roughly (-5, 3), (4, -5), and (0, -14). Each note is a small cream paper object with a gold ring/glow, and pressing E nearby collects it. The upper-right gold pill HUD must show “NOTES 0 / 3” and update as notes are collected. The upper-left dark panel should show the game title, “A school stealth adventure,” the current objective, an alert meter, and status text such as “Alert: 0% · Students down: 0.” After all three notes are collected, change the objective to “Reach the club room at the far end.” When the player reaches the far end/club room area (z less than about -17) with all notes, display a success toast and mark the game won. Populate the campus with a student council captain who continuously patrols in a loose circle near the courtyard, plus several other casually dressed students distributed through the campus. Students should gently wander around their starting locations. The captain is the primary stealth threat: if the player has the knife equipped and comes within roughly 4.2 units, suspicion/alert rises; otherwise alert gradually falls. At 100% alert, show a toast that the captain spotted the player, reset the player to the start, clear the notes, and reset alert. The captain and students should have simple idle animations and face their movement direction. Include the darker evidence/stealth mechanic actually present in the game. Put a knife behind the clubroom at approximately (0, 0, -27). Press E nearby to hide it in the player’s bag; press 2 to equip the hidden knife, 1 to hide it again, and F while equipped and within about 1.8 units of a living student to attack. An attacked student becomes a body/corpse on the ground with a brief fall animation and a spreading red “Kool-Aid” spill; increment “Students down.” The attack raises alert by about 24%. Do not invent gore effects beyond the red spill and fallen character. Bodies can be cleaned up: stand close to a corpse and press R to carry it, attaching it to the player, then take it to the trash can/dumpster near the school building at about (13, 0, -22). Press X near the trash to dump the carried corpse. Press X near the trash while holding/having acquired the knife to discard the knife as evidence. The police/evidence panel at upper right should show “POLICE: NOT CALLED,” plus checkboxes for “Weapon disposed” and “Corpse dumped,” updating to check marks when completed. Implement witness reactions. Living students can see nearby bodies or suspicious actions within a limited forward-facing field of view. A witness may call police, producing dialogue like “Student: ‘There is a body! I’m calling the police!’”, a toast instructing the player to dispose of evidence and move the corpse, fleeing students, and a roughly 30-second countdown. Or a student may try to apprehend the player, with dialogue like “Student: ‘Stop! I’m taking you to the office!’”; the apprehender follows until close, then show an “APPREHENSION — MASH Q” struggle bar. Repeatedly pressing Q raises the struggle percentage; if it reaches 100%, the apprehending student is defeated and becomes a corpse. If police are called, show “POLICE IN Ns” and let the countdown run. When police arrive, if the knife was not disposed, show an arrest/game-over state and dialogue such as “Police: ‘You are under arrest for carrying evidence.’”; if the knife was disposed, show that police searched but found no evidence and allow the game to continue/avoid arrest. Students should flee after police are called. At the bottom center, include a wide “SUSPICION / POLICE RESPONSE” bar with a gold-to-red fill, status text such as “Suspicion 0%,” police countdown text, and temporary dark toast notifications for events including note collection, knife pickup/equip, attacks, carrying/dumping bodies, witness reactions, and winning. When a witness is speaking, show a centered dialogue box above the bottom bar. Keep the interface dark navy and translucent with pale text, gold accents, reddish alert/suspicion fills, rounded gold note counter, and clean modern sans-serif typography. Use real-time shadows, ambient hemisphere lighting, directional sunlight, and fog to match the calm but ominous school-courtyard presentation.