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Casefile Block 7

  • 3d
  • exploration
  • investigation
  • low-poly
  • third-person
  • browser
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Yashika Tanwar built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Casefile Block 7 yet. Play it, then tell Yashika Tanwar what you would add next.

Make your own game

Casefile Block 7 was built by Yashika Tanwar 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 Casefile Block 7 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.

Read the build brief for Casefile Block 7

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 browser-based 3D third-person exploration/investigation game titled “Casefile: Block 7.” Use Three.js or an equivalent WebGL engine, with a low-poly stylized city-block environment and a clean dark translucent investigation HUD. The game is playable immediately in a desktop or mobile browser.

Camera and player: use a perspective third-person camera positioned behind and slightly above the player, following a small detective avatar. The avatar is a simple dark navy/black low-poly figure: a capsule-like body, a flat cylindrical fedora crown, and a short rectangular brim. Start the player at approximately (0, 0, 9), facing into the central block. Support WASD and arrow-key movement, Shift to run, Space to jump, and an E key for interaction. Also provide the prominent bottom-center “Inspect nearby” button for inspecting on touch/click. Movement should be smooth, with a normal move speed around 6, jump speed around 8, and gravity around -22. Do not add combat, enemies, weapons, health, inventory, timers, or vehicles that the player can drive.

Setting: build an open, readable city block on a large blue-gray asphalt/ground plane. The overall environment has a muted blue-gray sky/background with atmospheric fog, soft shadows, warm directional sunlight, and cool fill lighting. Put a raised square central plaza at the origin, roughly 14 by 14 world units, with a pale warm-gray concrete surface. Add a second green memorial park/fountain area toward the back-left, around (-19, 17), roughly 11 by 11 units. Surround the block with roads arranged on a broad grid and a central intersection. Frame the playable space with simple low-poly commercial buildings: an old cinema at the far-left/back area around (-24, -18), city hall at (24, -18), a rooftop cafe at (-24, 0), a hotel at (24, 0), an archive building at (-24, 24), and a police annex at (24, 24). Use boxy stylized city-kit-like architecture with flat colors and simple geometry. Add four trees around the memorial park and a low circular stone fountain with a blue water surface at approximately (-19, 17).

Add three simple low-poly parked cars as visual landmarks, not interactive vehicles: a yellow taxi near (-6, 10), a blue sedan near (10, -8), and a dark red suspect car near (-12, -8). Each car can be made from a rectangular body, smaller dark cabin, and four small black wheels. Roads should visibly cross around the plaza, with pale lane markings/crosswalk-like strips where appropriate.

Core objective and clues: the HUD explains: “A witness vanished between the plaza and the old cinema. Explore the block, inspect the evidence, and reconstruct the route.” Place exactly three glowing collectible evidence markers. Each marker should be a small orange/yellow emissive rotating octahedron hovering slightly above the ground, surrounded by a thin glowing circular ring. Place them at these locations: (1) torn cinema ticket around (-9, 0.55, 5), (2) leather glove around (10, 0.55, 8), and (3) handwritten note in the memorial fountain park around (-19, 0.65, 17). The player can inspect an uncollected clue when within roughly 3.2 world units by pressing E or clicking the button. On successful inspection, hide that marker, increment the clue counter, and show a toast message. Use exactly these evidence titles and descriptions: “Torn cinema ticket” — “A ticket stub dated 23:40. The old cinema was closed, but someone was inside.”; “Leather glove” — “A monogrammed glove. The initials match a name in the city archive.”; “Handwritten note” — ““Meet me where the bells can’t be heard.” The fountain plaza is too exposed.” If no uncollected clue is close enough, show: “No fresh evidence nearby. Keep scanning the block.” When all three are found, show: “Case update: all clues recovered. The trail leads back to the old cinema.” Do not create a separate level transition or additional case conclusion beyond this toast.

HUD layout and text: overlay the 3D view with a fixed HUD that does not block movement. At top-left, show a dark navy translucent rounded panel with the heading “CASEFILE: BLOCK 7,” the witness-missing briefing text, and a gold counter reading “Clues found: 0 / 3,” updating to 1/3, 2/3, and 3/3. At top-right, show a matching rounded panel reading “Mode: Field Investigation,” with “Field Investigation” emphasized. At bottom center, show a gold/orange pill-shaped button labeled “Inspect nearby.” Just above it, show the hint “WASD / arrows to move · Shift to run · E to inspect · Space to jump.” Centered around the upper-middle area, use a dark translucent toast panel for clue title and description; it should appear after inspection and fade/hide after several seconds. On narrow screens, keep the brief readable and move the mode panel toward the lower-right if needed. Use a dark navy palette, pale text, gold/orange interaction accents, rounded corners, subtle blur, and soft shadows.

Visual style: clean low-poly detective sandbox, minimal textures, chunky geometry, muted teal asphalt, beige plaza, green park, blue-gray foggy sky, dark navy detective, and glowing amber evidence markers. The screenshot composition should make the detective visible in the foreground on the plaza, with the road/intersection and colorful parked cars ahead, while the HUD remains prominent. Use ambient hemisphere light, warm directional shadows, cool fill light, rough matte materials, and restrained bloom/emissive appearance for clue markers. Ensure the scene is responsive and resizes with the browser.

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