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Dreaming in Trouble

  • narrative
  • interactive-fiction
  • puzzle
  • branching-story
  • mobile-friendly
  • college-mystery
  • dreamy
0
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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. Austin Sanchez built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dreaming in Trouble yet. Play it, then tell Austin Sanchez what you would add next.

Make your own game

Dreaming in Trouble was built by Austin Sanchez 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 Dreaming in Trouble 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 Dreaming in Trouble

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 playable, mobile-friendly narrative adventure game titled “Dreaming in Trouble.” It is a text-driven branching story with a dark dreamy college-campus atmosphere, no 3D exploration or character movement. Use a responsive single-page UI with a deep navy-to-plum gradient background, subtle star-like speckles, translucent near-black glass panels, rounded corners, soft shadows, pale lavender/white body text, cyan section labels, warm yellow accents, and gentle backdrop blur. On desktop show a large story panel on the left and a narrower information sidebar on the right; on narrow screens stack the story and sidebar vertically. Keep the interface scrollable within panels and make all controls large tap-friendly rounded buttons.

The persistent top bar should show the game title, Chapter 1, the current scene/eyebrow, Inventory count, and Journal count. The sidebar should be headed “Riley” and show four live values: Courage, Insight, Trust, and Status. Start Courage, Insight, and Trust at 1, with Status “On edge”; after the chapter is solved status becomes “Safe.” Below that show an Inventory list with item descriptions, and a reverse-chronological Journal list. Include bottom buttons for “Restart” and “Clear save,” plus text explaining that choices steer the scene and progress auto-saves on this device. Save and restore all progress with localStorage.

The game begins in Chapter One · Starfall, with the scene location “Off-campus apartment · 11:48 PM.” Present the title “Dreaming in Trouble,” speaker “Narration,” and this premise: college senior Riley likes order, color-coded calendars, and being dependable, but secretly wishes for a vivid, dramatic life like an adventure story. After a movie marathon she whispers a wish for “one wild semester” and a story worth writing down. Give two choices: “Make the wish” and “Start from the morning after.” Both lead to the morning scene. The wish scene is titled “The shooting star answers,” location “Apartment window · seconds later,” and describes a silver shooting star, the room becoming unnaturally still, and Tara texting Riley about the next day’s campus film-club event. Offer “Text Tara back: ‘Fine. One hour.’” (add a Wish Logged journal entry and increase Trust by 1) or “Pretend nothing happened and go to bed” (add a Nervous Denial journal entry).

The morning scene is titled “Too many coincidences,” location “Campus quad · 9:10 AM,” spoken by Tara. Describe a flyer hitting Riley’s shoe, a bike nearly hitting her coffee, and a campus tour guide mistaking her for a volunteer actor and handing her a fake clue envelope. Tara explains that film club is running an immersive mystery night in the old black-box theater. Offer “Go with Tara to the theater” (increase Courage by 1 and add inventory item “Misdirected clue envelope,” described as a stamped campus envelope addressed to no one in particular) or “Ask what’s actually going on first” (increase Insight by 1 and add a First Coincidences journal entry). Both lead to the theater.

The theater scene is titled “A scene looking for a lead,” location “Black-box theater · noon.” Describe dust, paint, nervous student volunteers, props and extension cords, a director mistaking Riley for a standby actor because of the envelope, and guiding her into the dark prop wing while people argue about a fire-code inspection. The side door slams, a deadbolt clicks, and footsteps scatter. Offer “Take a breath and look around” (add a Locked In journal entry) or “Call Tara before you panic” (set Tara-called true, increase Trust by 1, and set the puzzle log to Tara’s hint that the backup release is near the stage hardware). Both lead to the interactive puzzle scene.

The main puzzle scene is titled “Find the release before the dean’s tour arrives,” location “Dark prop wing · blackout conditions,” speaker Riley. Explain that the cramped prop wing is nearly dark, lobby chatter is muffled, and the dean will arrive soon. Display an objective box: “Restore power, figure out the stage release, and get the side exit open before the dean’s tour reaches the wing.” Display a live puzzle result/log and a “Clues in hand” list. Provide these clickable investigation actions, with locked actions visibly dimmed and explaining their requirement:
- “Search the costume rack”: find a bent, sturdy “Bobby pin,” add it to inventory, increase Insight by 1, and describe mothball dust and the useful glint.
- “Pat down the prop desk”: find a low-battery “Mini flashlight,” add it to inventory, increase Courage by 1, and describe finding it behind rehearsal schedules.
- “Read the rehearsal board”: once inspected, add “Stage note” with description “‘RESET BREAKER → RED LINE RELEASE’ in block letters,” and log that glow tape and the flashlight reveal the note.
- “Open the breaker panel”: locked until the flashlight is found. Once available, restore power, increase Courage by 1, and log that a dusty work light reveals a red release cord near the stage arch.
- “Pick the prop desk drawer”: locked until the bobby pin is found. Using it adds “Campus master key tag,” described as a labeled tag pointing to the stage-left release area, increases Insight by 1, and confirms the red cord is the exit.
- “Pull the red release cord”: locked until power is restored and either the rehearsal note is read or the master key tag is obtained. Then set the exit to unlatched and log a metallic thunk as the latch disengages.
- “Try the stage-left exit”: if not unlatched, log that the door remains sealed; if unlatched, add an “Incident One Solved” journal entry, mark the chapter complete, and go to the success scene.
- “Call Tara for a hint”: always available; set Tara-called true, increase Trust by 1, and log her advice that theater kids color-code everything: find a note, then find the red thing a volunteer should pull.
Actions should remain clickable after completion and return contextual “already done” messages rather than duplicate inventory items. Use the exact logical progression: gather light and either clue route, reset breaker, identify the release, pull cord, open door. Maintain a puzzle log such as “The old black-box theater is dark. The side door should open somehow — if Riley can figure out the stage crew’s setup.”

After escape, show the success story scene titled “The door gives way,” location “Stage-left exit · 12:14 PM,” describing the latch opening, Tara and film-club volunteers arriving, their sincere apology, and Tara saying Riley looks like the main character. Offer “Laugh it off and ask for the full story” (increase Courage by 1 and set ending to “steady”) or “Admit the whole thing really scared you” (increase Insight by 1 and set ending to “honest”); both go to the ending.

The ending scene should be marked “Chapter complete,” titled “Journal Entry: Incident One,” location “Dorm room · that night.” Describe Riley documenting the wish, shooting star, envelope, locked prop wing, and how panic became focus, ending with her line: “If the wish is real, then the next time it happens, I’ll be ready.” Her thought notes another streak of light outside. Provide “Restart chapter one,” which resets the entire game to its initial state. Escape HTML in rendered text, update the palette per scene between navy, violet, plum, and muted rose gradients, and auto-save after every render/action. Begin with the journal containing an “Open Page” Prologue entry explaining that Riley starts keeping a journal after her wish because strange events may reveal a pattern.

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