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Arcade › City of Fragments
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Nobody has said anything about City of Fragments yet. Play it, then tell RAFAEL PEREIRA DE LIRA what you would add next.
City of Fragments was built by RAFAEL PEREIRA DE LIRA 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 City of Fragments 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 browser-based 3D exploration and light narrative-puzzle game titled “City of Fragments.” Use a dark slate-blue city environment viewed from an elevated orthographic top-down/isometric camera that follows a small blocky character. The scene should have a large square ground plane, a darker north-south road and a darker east-west crossroad, soft shadows, atmospheric fog, and subdued dusk lighting with cool blue ambient light and warm pale sunlight. Place five separate stylized house models around the roads: three useful clue houses at approximately (-9,-8), (8,-7), and (-9,8), plus two distractor houses at approximately (9,8) and (14,-1). Each house has a small floating/animated circular marker near it: useful markers glow violet/indigo, while distractors glow orange; markers gently bob and rotate. Put a gold-highlighted text-combining machine/factory at the center near the crossing, consisting of a chunky gray rectangular base, a metallic machine model, and a glowing gold horizontal sign. The player begins near the southern side of the city at (0,0,10), can walk freely with WASD or arrow keys, and the camera follows from a fixed top-down distance. Also support a mobile/touch interaction button when the player is close enough to a house or the machine. The core goal is to explore the houses, inspect their sentence fragments, identify and collect the three connected fragments, then bring them to the gold machine and assemble the completed story. Press E or Space, or tap the on-screen Inspect button, when close to an object. Interaction should select the nearest house within roughly 4.8 world units; if no house is nearby but the player is within roughly 5.5 units of the machine, interact with the machine instead. If too far away, show a brief message telling the player to move closer to a house or the gold text factory. Opening HUD: in the upper-left, show a dark translucent rounded card with the bold title “City of Fragments” and subtitle “Find the sentences that belong together.” Beneath it show another dark card with “Fragments: 0/3” and “Focus: 100.” At the bottom center show a rounded instruction/message card reading “Explore the houses. Stand close and press E or tap Inspect.” At the lower right show “WASD / arrows to move · E to inspect · reach the gold machine”; on narrow screens place this hint toward the lower left. Show the Inspect button centered near the bottom only while close enough to an interactable object; style it gold for the factory/action emphasis. Use a restrained dark navy interface with subtle borders, pale lavender primary buttons, slate secondary buttons, gold factory buttons, and readable white/blue-gray text. When a house is inspected, open a centered dark translucent dialogue card. Display its label and sentence, followed by an explanatory line. The three correct houses contain exactly these connected fragments: “At dusk, the city remembers every footstep.” (label “The Blue Door”), “The machine hums when the pieces find their order.” (label “The Listening House”), and “A quiet witness turns the scattered words into a way home.” (label “The Last Window”). Append “Something about this feels connected.” to each. The two distractors contain exactly: “The mayor painted every window the same shade of blue.” (label “The Red Herring”) and “A cat stole the blueprint and hid it under a fountain.” (label “The Distractor”), each followed by “The detail feels vivid, but it pulls the story off course.” The dialogue has Leave and Take fragment buttons. After collecting a fragment, close the dialogue and dim that house’s marker. Correct fragments increase the Fragments counter; once all three are collected the counter reads 3/3. Distractors can be taken anyway, but do not increase the fragment count and reduce Focus by 20, never below 0; show a message explaining that a distracting fragment costs focus and that useful clues glow violet. Prevent collecting the same house twice and change its action button to “Already taken” when revisited. The machine cannot finish the game until all three correct fragments have been collected; if approached too early and activated, show “The machine needs the three connected fragments first.” Once the player has 3/3, interacting with the machine ends the game, shows a completion message containing: “The machine locks into place.” and the assembled story “At dusk, the city remembers every footstep. The machine hums when the pieces find their order. A quiet witness turns the scattered words into a way home.” Change the controls hint to “Story complete — press R to explore again.” Ignore further interactions after completion, and allow R to reload/reset the exploration. Include soft shadows, fog fading the distant city, subtle marker animation, and an idle animation on the blocky player model. Keep the world sparse and focused on walking, inspecting, choosing clues, and assembling the story; do not add combat, enemies, inventory systems, timers, or extra objectives.