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Arcade › Campus Shadow
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Susanna built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Campus Shadow yet. Play it, then tell Susanna what you would add next.
Campus Shadow was built by Susanna 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 Shadow 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 low-poly third-person stealth/exploration game titled “Campus Shadow.” Use Three.js-style real-time 3D with a softly lit, stylized campus courtyard viewed from behind and slightly above the player. The world should have a muted blue-gray sky/background with fog, simple flat-shaded/standard-material geometry, soft shadows, and warm afternoon lighting. Level layout: place the player on a wide beige main walkway running north-south through a green campus lawn, with a beige crosswalk/path crossing it near the schoolyard. At the far end, build a cream school building with a dark maroon roof, two side wings, a row of blue windows, and a small bell tower with a visible gold bell and clapper. Add a schoolyard/courtyard in front of the building: a gray-green rectangular court with pale court lines, a central low fountain basin with blue water, two simple brown benches, and two pink-blossomed trees. Add extra suburban-style low-poly trees around the perimeter, two distant buildings, and a short fence along the rear of the yard. Keep the geometry deliberately simple and blocky, with large colored surfaces and cast shadows. The player is a small stylized humanoid made from a dark blue rectangular body and spherical head. Start the player at approximately the south end of the central path. Support WASD and arrow-key movement, Shift for sprinting, Space to jump, and third-person camera controls that follow the player. On narrow/mobile screens, show an INTERACT button and a RING BELL button at the lower right; on desktop these actions are keyboard-driven. Core objective and progression: the HUD initially says “Find the secret note in the schoolyard.” Place a small glowing pale-yellow rectangular secret note on the central path/courtyard area near the building, around the center of the map. When the player is within roughly 1.5–1.7 world units, show a prompt that E or tapping Interact picks it up; pressing the action hides the note, sets the player as carrying it, and changes the objective to “Bring the note to Rina without being seen.” The next goal is to approach the rival character Rina and interact within about 1.8 units to deliver the note. On delivery, hide the carried-note state and show the success objective/status message “You made it. Campus whispers your name.” Rina is a red/magenta block-bodied humanoid with a red spherical face/head, dark burgundy hair, and a small pink ribbon. Place her initially near the courtyard (around the left-center of the schoolyard), and make her patrol/wander continuously in a small oval path. She should rotate to face along her movement direction. Implement the stealth rule visibly through HUD text rather than inventing a complex combat system: while the note has not been delivered, Rina notices the player when the player is within about 4.3 units and is inside her forward-facing field of view. Change the status to “Someone saw you! Hide!” in a warning color. If the alerted player gets within about 1.7 units, end the run with “Caught! Press R to try again.” and prevent movement/progression until reset. If the player stays out of sight, there is no health, weapon, score, or combat system—only navigation, line-of-facing detection, pickup, delivery, and evasion. Add three simple gold/tan capsule-like student figures as ambient pedestrians around the path/courtyard; animate them with small back-and-forth motions but do not make them gameplay enemies. The school bell should ring automatically after an initial delay and then periodically, with a visible swinging bell/clapper animation and a short multi-tone bell sound where browser audio permits. Also let B on keyboard or the mobile RING BELL button trigger the bell manually. Display transient rounded toast messages for events such as finding the note, approaching an interaction, the bell ringing, being caught, and resetting. HUD: use a fixed translucent dark navy rounded panel at the upper-left. Show the title “Campus Shadow,” the current objective, a controls line reading “WASD / arrows to move · Shift to sprint · Space to jump · E to interact,” and a bold status line. Initially use the green status “Stay out of sight.” While carrying the note use a caution status such as “Keep your distance.” On failure use red “CAUGHT — press R to reset.” Include reset behavior on R that returns the player to the starting location, restores the note, clears carried/delivered/caught/alert states, and displays a reset toast. The overall presentation should match a compact arcade stealth vignette: clean low-poly campus architecture, no inventory or combat UI, and the entire game playable immediately in the browser.