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Arcade › Casa de Arcilla
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Carlos Vergara built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Casa de Arcilla yet. Play it, then tell Carlos Vergara what you would add next.
Casa de Arcilla was built by Carlos Vergara 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 Casa de Arcilla 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 a playable Spanish-language 3D third-person exploration horror game titled "Casa de Arcilla". Set the scene inside a compact clay-built haunted house: an enclosed rectangular interior approximately 18 units wide by 22 units deep, with a floor, low ceiling, perimeter walls, a central passage divided by two interior wall segments, door/opening areas around the middle, dark reddish-brown clay walls and floor, and rough handmade irregular surfaces. Use a dark near-black burgundy background/fog, warm amber lighting from above/front, soft shadows, and a faint purple-red rim light, giving the whole scene a handcrafted stop-motion clay miniature look. All geometry should be chunky, matte, non-metallic, flat-shaded or visibly lumpy rather than polished. The player is a small simple clay humanoid viewed in a third-person follow camera: a terracotta capsule-like body, lighter clay spherical head, and two tiny dark eyes. Begin the player near the front end of the house at approximately the central x position and back z position. The camera follows from behind at roughly 4.8 units away with a moderately wide perspective, and the player can look around by dragging the mouse/touch view. Put a small pale-gold plus-shaped crosshair at the exact center of the screen. Implement movement with WASD (or equivalent directional controls), walking speed around 3.1, Shift to run, Space to jump, gravity, and collision against the house floor and walls. The player should be able to explore the connected interior rooms/passage. Use a chunky handmade clay monster as the threat: a nearly black-purple clay capsule torso, round head, two glowing orange eyes, two angled arms, and a reddish curved scar/mouth. Place it initially deeper in the house, around the back-center. Once the game begins, it slowly pursues the player when within about 7.5 units, turns to face the player, and bobs subtly like stop-motion. If it reaches within about 1.1 units, end the game, show the Spanish warning "El monstruo te encontró", and offer the button again as "Reiniciar". Dress the rooms with sparse Halloween miniature props, grounded in the clay set: a coffin and candle in the left rear room, an orange jack-o-lantern in the right rear room, a skull candle in the left front area, and another candle in the right front area. Three hidden collectible memories are located near those rear/side prop areas: one near approximately (-6.4, -5.2), one near (6.2, -5.4), and one near (-6.3, 5.25), using the house's horizontal x/z layout. They are initially not visibly obvious; detect collection when the player comes within roughly 1.25 units, hide the corresponding object, and increment the counter. The collectible goal is exactly three memories, not a combat system. On collecting one, display "Has encontrado algo hecho a mano…"; after all three, display "Los recuerdos están completos. Encuentra la salida." and the completion message "Has reunido todos los recuerdos. La casa te deja salir…". Do not add weapons, health, scoring, or enemies beyond this single pursuing monster; there is no implemented physical exit interaction. Create a fixed HUD over the 3D view in an elegant dark brown translucent panel with thin warm-gold border, Georgia-like serif typography, and Spanish text. At upper left show the uppercase title "CASA DE ARCILLA" in warm cream/gold and beneath it "Encuentra los recuerdos ocultos · 0/3" (updating to 1/3, 2/3, 3/3). Put a burgundy button with gold border at upper right labeled "Entrar en la casa" before starting; clicking it hides the button and starts the game, with the initial bottom-center message "Explora la casa. Algo se mueve detrás de las paredes…". Before starting, the bottom panel should instead communicate the controls exactly as: "WASD para caminar · Shift para correr · Espacio para saltar · arrastra para mirar". Show the proximity warning "El aire se vuelve pesado…" in the upper-left HUD while the monster is closer than about 5.2 units. Keep the UI minimal, moody, and consistent with the screenshot: nearly black-red screen, warm outlined panels, centered crosshair, and no extraneous debug overlays. Render with soft shadows, fog, warm filmic exposure, and subtle stepped/stop-motion environmental updates to reinforce the clay animation aesthetic.