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Arcade › ECHO//NULL
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Titus Price built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about ECHO//NULL yet. Play it, then tell Titus Price what you would add next.
ECHO//NULL was built by Titus Price 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 ECHO//NULL 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 compact third-person 3D sci-fi corridor game titled “ECHO//NULL.” The player controls an astronaut character inside a dark research-vessel corridor and must travel forward from the starting position near z=2.25 to reach a glowing relay core beacon at the far end around z=-12.7, with success triggered once the player passes roughly z=-11.2. Use a perspective third-person camera that follows the player at about 5.2 units distance, with mouse look, and support keyboard movement via WASD or arrow keys, Space to jump, plus a mobile joystick. Movement should feel like a simple character controller with approximately 2.4 movement speed, jump speed 7.5, and gravity -22; the camera should track the astronaut rather than use a first-person view. Build the environment from several modular space-corridor segments extending along the Z axis, with a dark fallback deck/floor and collision geometry. Set the scene in near-black blue space-vessel lighting: background and fog #05070d, cool blue ambient/hemisphere light and directional moon-like light, with a red alarm point light near the pursuing entity. Use shadowed, slightly metallic corridor surfaces. Place a small cyan-blue emissive rotating cube beacon at the far end, pulsing its emissive intensity to communicate the relay core objective. Load/use an astronaut suit character as the player and a large alien-like signal entity as the threat. The signal entity begins around z=-7.2, continuously oscillates horizontally with a small sine-wave motion, subtly rotates and pulses/scales, and follows the player from behind by trying to maintain a position about 2.3 units behind the player along Z. Its following speed increases somewhat as the threat gets closer. If it comes within about 1.05 units of the player before success, reset the player to the starting position x=0, z=2.25. There is no combat, inventory, health bar, weapon, or collectibles: the core loop is movement, jumping, evasion, and reaching the beacon before the signal catches up. Add a fixed HTML/CSS HUD overlay that does not intercept input: in the upper-left, show a translucent dark blue panel with a thin blue border, the title “ECHO//NULL” in spaced uppercase light blue text, the objective text “The research vessel is silent. Reach the relay core before the signal reaches you.”, and a dynamic uppercase status line. Calculate threat/panic from player-to-entity distance over an 8-unit range and display “Signal: unstable” when distant, “Signal: approaching” at medium proximity, and “Signal: CONTACT” when very close; tint these statuses from pale salmon to red as danger increases. On reaching the relay, replace the status with green “Relay core reached — signal contained.” Keep a tiny glowing circular reticle centered on the screen. At the bottom center, show a dark translucent bordered instruction box reading “WASD / arrows to move · mouse to look · Space to jump · mobile joystick supported”; fade this hint partly while the player is moving. Preserve a minimalist cinematic presentation with lots of dark empty space, cool blue glows, red warning illumination, fog, soft shadows, and restrained sci-fi UI typography. Ensure resizing updates the camera and renderer.