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Arcade › Crimson Campus
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Nobody has said anything about Crimson Campus yet. Play it, then tell definitelynotmax (Maxwell) what you would add next.
Crimson Campus was built by definitelynotmax (Maxwell) 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 Crimson Campus 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 third-person 3D stealth/exploration game titled "Crimson Campus" set on a stylized low-poly school campus at dusk/night. Use an over-the-shoulder/orbiting perspective with a perspective camera following the player, soft camera collision against geometry, atmospheric dark navy background and fog, and warm/cool directional lighting with shadows. The player is a stylized Kenney-like mini-character, initially positioned in the south side of a large campus courtyard, wearing a blue-toned outfit. The main target is a female student in red, called the rival, who moves around the central courtyard on a looping patrol path: approximately x = sin(time*0.42)*10 and z = -3 + cos(time*0.42)*3.4. The player’s goal is to shadow her and learn three route clues. When close enough to the rival, pressing E records a clue; show a toast such as “You memorized a detail of her route,” increment the clue counter, and after 3 clues complete the route objective. The rival should visibly wear red and be easy to identify among the crowd. Build a campus environment from simple low-poly geometry: a broad dark green grass/ground plane enclosed by perimeter walls, a central gray courtyard, a long central gray walkway, north and south walkways, side hallways, and multiple blocky school buildings. Place large tan/beige building blocks with dark maroon roofs on the left and right sides of the central area, plus covered hallways with beige side walls and maroon roofs. Include colored club rooms around the perimeter labeled/represented as art, music, science, drama, and cooking areas; the cooking club contains a clearly visible knife prop on a table or in the room. Add low fences/rails across parts of the courtyard, rows of pink/red classroom chair-desks in the central area, trees with simple trunks and spherical green crowns around the campus, and perimeter/courtyard walls. Match the visible palette: navy sky/background, slate-gray paths, deep green ground, muted beige architecture, maroon roof trim, pink chairs, and warm peach highlights. Use low-poly assets and simple boxes/cylinders/spheres rather than realistic detail. Populate the campus with moving students and NPCs. Add a patrol guard near the player’s starting area who loops around roughly x = 10 + sin(time*0.6)*8, z = 8 + cos(time*0.6)*6. Being within about 6 units of the guard increases suspicion rapidly. The rival increases suspicion when within about 5 units. Several other students form a moving crowd in the courtyard, with a stationary friend NPC on the left side who can help the player blend in. Students should use simple idle/walk animations where available. The friend is interactable with E when nearby and reduces suspicion by 20, displaying a message like “You blend into the crowd and your suspicion drops.” Implement the core controls: WASD or arrow keys to move, Shift to sprint, Space to jump, E to interact, Q to create a distraction, and F to perform a takedown only after picking up the knife. Arrow keys should also orbit the camera, with up/down adjusting pitch. Q triggers a temporary 4-second distraction, displays “A distant bell rings — patrols turn away,” and causes patrol suspicion checks to pause while active. Sprinting increases suspicion slowly, while being away from threats lets suspicion decay slowly. Clamp suspicion from 0 to 100; if it reaches 100, end the game with a dark overlay saying “Day ended” and explain that the student council noticed the player. The HUD should always show a suspicion percentage with a horizontal gradient bar, a running time starting at 08:00, the title “CRIMSON CAMPUS,” and the objective text “Shadow the student in red and learn her route · 0/3 clues,” updating to the clue count and then “Objective complete — escape the courtyard.” Place the knife pickup in the cooking club around x=38, z=5. When the player is within 5 units and presses E, hide the room knife, attach a small non-graphic carried knife model to the player, and show “Knife picked up. Press F for a non-graphic takedown.” F should target the nearest character within roughly 3.4 units, play an attack animation on the player and a die animation on the target, mark that NPC defeated, increase suspicion by 24, and show “Takedown complete — no blood or gore shown.” Do not show blood or gore. If no target is close, display “No one is close enough for a takedown.” The player may target the rival, guard, friend, or crowd NPCs, but defeating the rival should not replace the three-clue route objective unless the implementation explicitly follows the existing game logic. Use a clean fixed HTML/CSS HUD over the canvas: translucent dark navy panels with subtle borders and blur, title in uppercase pink, objective beneath it at top left, suspicion and time at top right, a centered temporary toast below the header, bottom-center control hint reading “WASD / arrows to move · Shift to sprint · E to interact · Space to jump,” and bottom-left warning “Keep your distance. Watch the patrol cones.” When the route is completed, show a centered dark modal with “Route learned,” text explaining that the player shadowed the rival without being caught, and a pink Restart day button. Use a restrained cinematic low-poly style, no debug overlays, and preserve the readable stealth-game presentation shown in the reference.