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Arcade › Classroom Caper
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Shila Prajapati built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Classroom Caper yet. Play it, then tell Shila Prajapati what you would add next.
Classroom Caper was built by Shila Prajapati 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 Classroom Caper 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 stealth-collection game titled “Classroom Caper.” Use a Three.js-style low-poly scene with a fixed-size rectangular classroom: a 26 by 18 dark blue-gray floor, four dark navy walls about 4 units high, light fog, warm directional lighting and cool ambient hemisphere lighting. Use a clean, simple geometric aesthetic with classroom colors. Put a green chalkboard on the back wall and a brown teacher’s desk directly in front of it. Arrange 12 student desk clusters in 4 columns by 3 rows across the room: each cluster has a wood-colored rectangular desktop/body and a dark blue-gray chair behind it. Desks and the teacher desk are solid obstacles and provide cover; walls also block movement and line of sight. The player is a small rounded capsule/student colored bright light blue, starting near the center of the front/bottom side of the room. Give the player smooth acceleration-based movement on the floor using WASD or arrow keys, with normalized diagonal movement. Normal speed is 5 and holding either Shift key increases speed to 8. Collide against room boundaries, the desk clusters, and teacher desk using simple axis-aligned obstacle resolution. Pressing R restarts the entire run. Add exactly 10 scattered collectible homework sheets. Represent each sheet as a small flat off-white rectangular paper lying just above the floor, with varied rotation and a subtle slow rotation animation. Spawn them randomly in the walkable classroom area, avoiding walls and desk/desk-cluster colliders. When the player comes within about 0.9 units, remove the paper, increment the collected count, and play a short bright E5 triangle synth ping. The win condition is collecting all 10 sheets; stop player movement, hide the vision cone, show the centered message “All sheets collected!\nYou win — press R to play again.” and play a short C5-E5-G5 arpeggio. Add one teacher enemy, a rounded capsule colored coral/red. The teacher begins near the back/front-teacher area and patrols continuously through four waypoints: approximately (-8, -5.8), (8, -5.8), (8, -1.2), and (-8, -1.2), in that order, at speed 2.3. The teacher smoothly faces its travel direction. In front of the teacher display a translucent red vision cone extending 8.5 units with a 30-degree half-angle, rotating to match the teacher’s facing direction. The teacher detects the player only when the player is within 8.5 units, inside the forward 30-degree cone, and there is unobstructed line of sight. Raycast line of sight against the walls, teacher desk, and desk-cluster colliders so desks can hide the student. If detected, play a low A2 buzz, show the centered message “Caught! Resetting…”, freeze/dampen player movement for about 1.15 seconds, then reset the entire run: restore all 10 sheets, reset the count, return the player to the start, and return the teacher to its first waypoint. Add a brief teacher detection cooldown so the player is not immediately caught repeatedly during reset. Use a top-down-ish third-person chase camera: perspective camera positioned roughly 13.5 units above and 9.5 units behind/ahead of the player, smoothly following and looking toward the player around head height. Include soft shadows from the player, teacher, desks, desk, papers, and lighting. The HUD should be minimal and match the visible presentation: a rounded, dark translucent outlined panel in the top-left reading “Sheets:” on one line and “0/10” (updating to the current count) on the next, using large bold light text. Display win and caught messages centered on screen in large light text. Along the bottom-left show the instruction text “WASD/Arrows to move • Shift to sprint • R to restart” in a rounded dark translucent outlined panel. Keep the scene visually dark navy/black around the classroom while retaining the warm wood, green board, red cone, coral teacher, blue student, and white papers as readable accents. Initialize the game immediately with a fresh run and resize responsively to the browser window.