Arcade › Earth Systems Lab
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.
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Earth Systems 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 Earth Systems 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.
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.
Recreate an educational interactive browser simulation titled “Earth Systems Lab” / “West Kalimantan Earth Systems Lab,” presented as a dark, polished science dashboard rather than a conventional character game. Use a responsive full-screen layout with a header, a large animated canvas on the left, an experiment-control panel on the right, and a small educational footer. The header should say “Atmosphere × Hydrosphere simulation,” show the title “West Kalimantan Earth Systems Lab,” and explain the hypothesis that human activity and El Niño dryness raise wildfire hotspots, increase PM2.5, disrupt clouds and the water cycle, and deepen drought. The main visual is a continuously animated 2D ecosystem scene in a rounded dark panel. Render a vertical gradient sky from deep navy at the top through pale blue to dark green near the ground, a soft pale sun in the upper-right, several large translucent white cloud groups drifting slowly, and a dark green forest/land silhouette across the lower portion. Include a winding blue river/waterway flowing from the center-right foreground into the distance. Draw many triangular evergreen trees in bands across the land; their color should communicate ecosystem health: lush green when healthy, muted olive at medium stress, and brown when severely stressed. Animate gray translucent circular aerosol/smoke particles rising and drifting across the atmosphere, with more/larger visible smoke at higher PM2.5. Animate orange-red stylized flame hotspots along the forest floor, each with a reddish glow, orange outer flame, and yellow inner highlight; show more fires as calculated wildfire pressure increases. When rainfall is sufficiently high, draw intermittent diagonal pale-blue rain streaks falling from the sky. Label the scene in subtle dark text with “ATMOSPHERE” near the upper-left, “HYDROSPHERE” near the lower-right, and “FOREST / ECOSYSTEM” near the lower-left. Overlay the canvas with a small translucent badge in the upper-left whose text changes according to conditions: “Baseline conditions,” “Atmosphere–water cycle stress,” or “Smoke–drought feedback loop.” Put a translucent legend in the lower-right reading exactly: “Orange = fire/hotspots,” “Gray = aerosol smoke,” “Blue = water cycle,” and “Green = ecosystem health.” On the right, create an “Experiment controls” panel with a Reset button and three range sliders: Human land pressure (initial value 35%), El Niño dryness (initial value 45%), and Simulation speed (initial value 1×, range 1–4). Values update live. Add a “System response” section with a status pill initially reading “Watch,” changing to “Elevated” or “Hazardous.” Show six two-column metric cards, each with a numeric value and a horizontal progress bar: Wildfire hotspots, PM2.5 μg/m³, Cloud formation, Drought stress, Rainfall / water cycle, and Ecosystem health. Use green/orange/red bar colors to communicate severity, especially for PM2.5, drought, and health. Implement the actual response model shown by the game. Every update calculate pressure = clamp(human land pressure × 0.58 + El Niño dryness × 0.72, 0, 100). Wildfire hotspots = round(pressure × 0.92 + 2). PM2.5 = round(8 + hotspots × 1.9 + El Niño dryness × 0.15). Cloud formation = clamp(92 − PM2.5 × 0.48 − El Niño dryness × 0.18 + human pressure × 0.05, 0, 100). Rainfall = clamp(cloud formation × 0.86 − drought × 0.15, 0, 100). Drought stress = clamp(El Niño dryness × 0.6 + PM2.5 × 0.22 + (100 − cloud formation) × 0.35, 0, 100). Ecosystem health = clamp(100 − drought × 0.48 − PM2.5 × 0.14, 0, 100). Keep values updated continuously and let simulation speed multiply animation time. Fire count should be capped at the available visual fire markers and use roughly max(3, round(hotspots/4)); smoke quantity should increase with PM2.5; cloud opacity/visibility should decrease with smoke and dryness; rain should appear only when rainfall is above roughly 18%. Below the metrics, include a highlighted interpretation callout. At baseline say: “Move the controls to create a scenario. Watch how pressure on one Earth system propagates into the others.” For elevated conditions say: “Stress is building: the atmosphere is carrying more smoke while the hydrosphere receives less effective rainfall.” For severe conditions say: “Hazardous scenario: fires create heavy aerosol loading, cloud formation weakens, rainfall falls, and drought stress feeds back into more fire risk.” Use thresholds matching the simulation: severe/hazardous when PM2.5 ≥150 or drought ≥70; elevated when PM2.5 ≥55 or drought ≥45; otherwise watch/baseline. Also include the educational “Your ARI / direct-effects data” card with explanatory text that higher aerosol concentration lowers measured light and changes cloud persistence and particle density. Show a horizontal comparison graph with these fixed rows and values: No aerosol—505.0 Lux, cloud N/A, density N/A; Aerosol—429.3 Lux, cloud 13.5 s, density 2.7; High aerosol—321.3 Lux, cloud 14 s, density 4.3; Cold air—356.0 Lux, cloud ≤15 s, density 2.4; Hot air—456.0 Lux, cloud 10 s, density 1.3. Use distinct colored bars. Below it show live ARI cells: Surface light proxy, Cloud duration, Particle density, and Radiative pattern. Select “No aerosol” when PM2.5/conditions are low, “Aerosol” at moderate aerosol loading, and “High aerosol loading” at high loading; display corresponding fixed values. Include the uncertainty/source note referencing Liu et al. (2020), JGR: Atmospheres, DOI 10.1029/2020JD033108. Finish the panel with a blue educational question box: “Big question: How do conflicts happen in science?” Explain that human activities and natural processes interact, land pressure and El Niño dryness amplify fires, smoke changes atmospheric conditions, and weaker clouds/rainfall feed back into drought and ecosystem damage; the conflict is between competing processes and consequences, not between people. Footer text should identify the display as an educational model with illustrative values, not a local forecast, and suggest raising both sliders then lowering El Niño while keeping human pressure high. Use a dark navy/teal visual language, cyan accent controls, pale blue text, rounded cards, subtle borders, and responsive behavior that stacks the visualization above the control panel on narrow screens. Include a reset action returning human=35, El Niño=45, speed=1.