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Cloud Lab

  • 2d
  • point-and-click
  • educational
  • science
  • pixel-art
  • interactive-lab
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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. Catherine Elise Yusuf built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cloud Lab yet. Play it, then tell Catherine Elise Yusuf what you would add next.

Make your own game

Cloud Lab was built by Catherine Elise Yusuf 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 Cloud Lab 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 Cloud Lab

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 2D fixed-camera point-and-click educational laboratory game titled “Cloud Lab: Indonesia Evidence.” Render the play area on a full-screen pixelated canvas with image smoothing disabled. Use a dark navy/teal monochrome pixel-art style, chunky rectangular geometry, monospace typography, cyan/mint outlines, yellow objective text, and orange equipment accents. The camera does not scroll.

HUD: At the top, place a wide dark translucent panel with a bright turquoise border. The left side displays the current objective and progress, initially “FIND MATERIALS 0/8 — collect every visible object.” The right side displays “KIT 0/8 | CONDITION 1/3.” At the bottom-left, show a bordered instruction panel saying that the player should click objects to inspect or collect, assemble the central setup in the order “LAMP → BOTTLE → LUX SENSOR,” and that the pump connects to the bottle. Also clearly state the scientific guardrails: the white cloud is condensed water droplets, not PM2.5, and LUX measures visible light, not PM2.5.

Scene: Draw a dark experimental room with a gridded floor/background, back-wall panels, shelves and cabinets, benches with legs, three small computer/equipment screens, a “FIELD NOTES / AEROSOL / CLOUD / RAIN” poster with a tiny line graph, and a wall monitor titled “PM2.5 TREND — INDONESIA,” labeled “2015–2026 µg/m³.” The monitor draws a small line chart from World Bank Indonesia annual mean PM2.5 data when available; years 2015–2023 may display documented values and 2024–2026 display N/A/unavailable. Include a nearby panel reading “AEROSOLS → CLOUD PROCESSES → PRECIPITATION” and “CCN • droplet size • complex effects.”

Place a central experiment table with a hanging orange laboratory lamp, a large outlined bottle labeled “CLOUD-IN-A-BOTTLE,” a digital LUX sensor, and a connected hand/bicycle pump. The bottle should have a blue-green glass body, tan cap, orange lamp above it, and cyan tubing/connection from the pump. Around the room place exactly eight clickable materials: a 2-L bottle, bottle cap, experimental liquid, hand/bicycle pump, laboratory lamp, digital LUX sensor, aerosol sample, and scientist notebook. Give each a clear pixel-art depiction and a yellow label: “2-L BOTTLE,” “CAP,” “LIQUID,” “PUMP,” “LAMP,” “VISIBLE LIGHT,” “AEROSOL,” and “NOTEBOOK.” Clicking a material collects it into the kit and opens a modal confirmation; clicking an already collected material says it is already collected. Hovering a material highlights it with a yellow outline.

Progression and rules: The player must collect all 8 visible objects before assembly. Clicking the central experiment table before then opens a message explaining that all eight materials are needed. Once all are collected, clicking the central table opens a dark cyan modal titled “BUILD CLOUD-IN-A-BOTTLE.” Let the player place collected items with buttons for LAMP, BOTTLE, CAP, LIQUID, PUMP, LUX, and AEROSOL. The required physical setup order is explicitly shown as “LAMP → BOTTLE → LUX SENSOR”; explain that the pump connects to the bottle, the cap and liquid complete the setup, and the aerosol sample controls the condition. The notebook is not part of the seven-item assembly and is used for recording. Do not allow assembly until all seven required setup items are collected and placed. On successful assembly, advance to trials.

Trial loop: Present a modal for “TRIAL 1: No Aerosol,” then “TRIAL 2: Aerosol,” then “TRIAL 3: Higher Aerosol.” Explain the observable sequence “vapor → aerosol particles → condensation → visible cloud.” Include the warning that the white cloud is condensed water droplets and that the LUX sensor measures visible light, not PM2.5. Give buttons for “RUN TRIAL,” “ENTER OBSERVATIONS,” and “CLOSE.” Running a trial closes the modal and animates the central apparatus for about 3.8 seconds: small white/mint pixel particles rise and move around the bottle, then a blocky white cloud of condensed droplets forms. Afterward open an observation form. Also allow the player to skip the animation and enter observations manually.

For each of the three conditions, require three observations. The observation form is titled with the condition and trial number and has numeric fields for LUX, cloud duration in seconds, and density from 0 to 5. Use defaults corresponding to the source game: LUX 120, 102, and 84 by condition; duration 3.0, 3.8, and 4.6 seconds; density 1, 2, and 3. Let the player edit and save each observation. After a saved observation, show the last result in the HUD as “LAST: [lux] LUX / [duration]s / [density]/5,” and continue until three trials are entered for that condition. Then automatically proceed to the next condition. After all nine observations, change the objective to recording/analyzing/connecting the data.

Notebook and analysis: Clicking the scientist notebook opens a “SCIENTIST NOTEBOOK” modal. Explain that graphs compare the player’s own trial data and that it should then be connected to the environmental evidence panel. Show separate summaries for No Aerosol, Aerosol, and Higher Aerosol with average LUX, average duration, and average density. Include a dark chart titled “AVERAGE LUX / CONDITION” with three colored bars for the conditions. Include the interpretation guardrail: aerosols can act as cloud condensation nuclei and change droplet size, which can influence precipitation; effects are complex and depend on conditions and aerosol type, and increased PM2.5 does not automatically mean less precipitation. Provide “ANALYZE DATA,” “CONNECT TO ENVIRONMENT,” and “CLOSE” buttons. Analyze displays an “ANALYSIS COMPLETE” message saying the averages are graphed and LUX should not be treated as PM2.5. Connect displays a “CONNECTED TO ENVIRONMENT” message explaining that the lab results are viewed alongside the World Bank documented Indonesia annual mean PM2.5 series, with 2015–2023 shown where documented and 2024–2026 unavailable. Finish the game state after connection while retaining the notebook and results.

Use modal overlays with a dark translucent backdrop, turquoise borders, mint headings, yellow subheadings, monospace text, cyan buttons, and editable dark numeric fields. Maintain the visible HUD objective transitions: finding materials, building the experiment, running each condition, and finally recording/analyzing/connecting to the environment. No combat, character movement, enemies, scrolling, or invented mechanics; the core interaction is clicking lab objects, assembling the apparatus, observing/entering data, and interpreting the relationship between aerosols, clouds, light, and environmental PM2.5 evidence.

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