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Crewmate Crisis

  • 2d
  • top-down
  • arcade
  • task-game
  • sci-fi
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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. It was built with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Crewmate Crisis was built 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 Crewmate Crisis 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 Crewmate Crisis

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 top-down 2D arcade task-and-report game titled “Crewmate Crisis,” using a dark sci-fi spaceship interior and a clean canvas-rendered visual style. The playable world is a large rectangular ship map (about 1600x1000) with a muted navy background, subtle 80px grid lines, six outlined rooms arranged in two rows of three: ENGINE, CAFETERIA, COMMS across the top and LAB, MEDBAY, STORAGE across the bottom. Rooms have dark blue fills, medium blue borders, and small uppercase labels. Add solid blue-gray wall/barrier blocks separating sections: vertical blocks between the three columns and horizontal barriers dividing the upper and lower areas at the left and right sides, leaving navigable passages. Use circle-versus-rectangle collision so characters cannot pass through barriers and constrain movement within the map bounds.

The player is a small stylized circular crewmate centered initially around the middle of the ship, colored bright cyan (#5bd6ff), with a pale visor-like ellipse and highlight, a soft dark oval shadow, and the name “YOU” above them. Four autonomous crew members roam the map: Ruby (pink/red), Gold (yellow), Violet (purple), and Mint (green), each drawn with the same circular crewmate body, pale visor, highlight, shadow, and name label. They begin in different rooms/areas and move continuously at a slow speed, changing to a random direction every roughly 2.4–3.9 seconds while respecting the walls and map boundaries. There is no visible enemy distinction: the game’s report mechanic treats the nearest crew member as the report target.

Place five glowing teal task stations, each shown as a pulsing teal circle with a pale center, at these approximate locations: ENGINE near the upper-left, CAFETERIA near the upper-center, COMMS near the upper-right, LAB near the lower-left, and MEDBAY near the lower-center. Give them task labels respectively “Calibrate engine,” “Sort samples,” “Align antenna,” “Scan specimens,” and “Stabilize patient.” The player must walk close to a station (within about 70 world units) and press USE or E to complete it. Completed stations disappear. Completing all five wins the game, showing a centered dark modal overlay with the title “Crew Saved,” text explaining that all tasks are done and the ship is safe for now, and a “PLAY AGAIN” button.

Reporting is a nearby interaction: when a crew member is within about 75 units, pressing REPORT or R immediately ends the game with a loss modal titled “Sabotage!” and message similar to “You reported [name]. The crew votes...” If no crew member is close, show a temporary message “No body nearby to report.” If USE is pressed too far from the nearest incomplete task, show “Move closer to a task.” Show temporary contextual prompts near the bottom center: within 100 units of a task, “Press USE to [task label]”; within 100 units of a crew member, “A crew member is nearby”; task prompt can take priority. Successful interactions briefly display a centered pill message such as “Task complete: Calibrate engine.”

Use a fixed responsive 960x600 canvas-style presentation scaled to fit the browser, with the map drawn in a very dark navy palette (#070b16/#0b1324), blue room geometry, and teal task markers. Overlay a glassy HUD: top-left rounded dark translucent panel with the bold letter-spaced heading “CREWMATE CRISIS” and subtitle “Finish tasks. Watch the vents. Find the saboteur.”; top-right rounded panel showing “Tasks 0 / 5” and a horizontal progress bar that fills from teal to blue as tasks are completed. At the bottom center show the desktop hint “WASD / arrows to move · E to use · R to report.” At bottom-right place large rounded buttons: teal USE, red/pink REPORT, and a blue RESTART button that is hidden during normal play and appears after game end. At bottom-left provide a translucent circular virtual joystick with a pale draggable knob for touch movement. Support WASD and arrow-key movement, E/use, R/report, Enter to restart after ending, clickable buttons, and the virtual joystick. Add a centered end-state modal with a dimmed full-screen backdrop, rounded navy card, title, explanatory text, and PLAY AGAIN control. Keep the overall aesthetic minimal, polished, dark, and readable, with no invented weapons, combat, timers, lives, vents animation, voting screen, or other mechanics beyond the task completion, roaming crew, reporting, collision, HUD, and win/loss restart flow described above.

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