Arcade › Dream Contact
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Damiyosartisti joeshe built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dream Contact yet. Play it, then tell Damiyosartisti joeshe what you would add next.
Dream Contact was built by Damiyosartisti joeshe 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 Dream Contact 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 first-person 3D interactive narrative game titled “Dream Contact.” The player is seated in a surreal, dimly lit glowing cafe and looks across a small wooden table at a casually dressed woman sitting on a simple wooden chair. Use a Three.js-style perspective camera: position the camera at approximately (0, 1.55, 0.4), looking toward the woman across the table at roughly z=-2. The player has no visible body. Let the player click the 3D scene to capture the mouse and look around with first-person mouse-look; horizontal mouse movement controls yaw and vertical movement controls pitch, clamped so the player cannot flip over. Show a subtle bottom-center hint, “Click the scene to look around (first-person),” which becomes dimmer after pointer lock. Build the cafe from simple dark geometry: a broad dark blue-black floor, a back wall and two side walls forming a compact room, a rectangular table in front of the camera at about x=0, y=0.75, z=-1.3, and a chair across it at z=-2.4 with a seat and tall back. Light the scene with cool blue/purple ambient and directional light plus a brighter blue point light near the center, creating a softly glowing dream atmosphere. Add fog in a dark blue tone, starting around distance 3 and ending around 14. Load and display a low-poly/casual 3D woman character with an idle animation, scaled down and seated across the table facing the player. The character should be placed around (0, 0.4, -2.4), rotated to face the first-person camera. The overall visual style is minimal, dark, atmospheric, and surreal rather than realistic, with cool blue lighting and strong dark silhouettes. The core gameplay is a branching conversation shown in a large bottom dialogue panel. At the start, display the long intro narration: “You sit across from her in the glowing cafe. The lights pulse like heartbeats. She leans in, eyes like captured galaxies. 'You can't have my number,' she says, voice gentle but final. 'Dreams are layered realities. Phone numbers are anchors to one layer. Giving it to you would either erase it when you wake... or connect you to a complete stranger who happens to have the same digits in your world. It is mechanically impossible.'” Present three clickable choices: 1. “I'll write it on my hand right now.” 2. “I'll turn it into a rhyme I'll never forget.” 3. “I'll save it in my phone under your name.” Track a numeric “Reality Anchor” meter, initially 50%, with a compact blue progress bar in the upper-left HUD. Choosing the hand option reduces it by 12 (to 38); choosing rhyme increases it by 8 (to 58); choosing phone increases it by 1 (to 51). Clamp it between 0 and 100 and display the integer percentage. The upper-right HUD should show “Dream State” initially. After the hand choice, show: “She watches as you scrawl the digits across your palm. The ink already feels cold. 'The ink will be gone by morning. And the hand... it belongs to this layer.' A small silver coin on the table hums softly — a totem begging to be taken.” Offer one button, “Wake up.” After the rhyme choice, show: “She smiles faintly as you repeat the rhyme under your breath. 'Memory is the cruelest anchor. You might keep the rhyme... but will you remember why it mattered?' The coin on the table catches the light.” Offer “Wake up.” After the phone choice, show: “She looks at your phone like it might bite. 'Machines lie between worlds. The number will be there... but it will belong to the wrong reality.' The coin waits.” Offer “Wake up.” When the player chooses Wake up from any branch, change the HUD state to “Awakening State,” change the scene fog color from dark blue (#0a0a1a) to a dark reddish-purple (#1a0812), and show the wake text: “You jolt awake in your room. The dream is already slipping like mist. Your phone is on the nightstand. The number you saved is there... but the area code belongs to a country that does not exist on any map in this world.” Then offer “Dial the number anyway.” When Dial is selected, show one of three final outcomes based on the original method, append a blank line and “Reality Anchor: [integer]%,” and replace the choices with a “Restart the dream” button. For the hand route, display: “The line is dead. 'Number out of service.' But as you walk the city that day, you see the exact curved bridge she described in the dream, the cafe window with the blue curtain that doesn't exist here. Architectural anomalies everywhere. She was real — just not in this layer.” For the rhyme route, display: “It rings. A gruff, tired voice answers. As you speak he finishes your sentences. 'The glowing cafe? The silver coin on the table? The three weeks that felt like forever?' Your blood runs cold. 'Who is this?' you whisper. He laughs once. 'Wrong number, dreamer.' The line dies.” For the phone route, display: “It connects to static... then your room warps. The walls are now a color you hate. Your calendar shows a job you never had. You didn't just wake up. The number worked — it pulled you into the wrong dimension entirely.” Restart must reset the method, meter to 50, Dream State, blue fog, and the intro dialogue. Use a fixed HTML HUD over the canvas. Style it with a near-black translucent navy background, thin blue borders, small rounded corners, cool pale-blue text, and a subtle blue glow/shadow. Put the Reality Anchor panel at top-left and the state panel at top-right. Put the dialogue panel centered along the bottom, around 92% viewport width with a maximum width near 620px, translucent dark navy background, blue border, rounded corners, padding, and readable 15px text with about 1.4 line height. Lay out choice buttons in a wrapping row with dark blue fill, pale blue text, blue outline, and a slightly brighter hover state. The game is a dialogue-choice narrative in a single persistent dream-cafe scene; do not add combat, inventory, movement, scoring, extra levels, or unshown mechanics.