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Echo Town

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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. Claire Feng built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Echo Town yet. Play it, then tell Claire Feng what you would add next.

Make your own game

Echo Town was built by Claire Feng 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 Town 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 Echo Town

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 browser-based 3D life-simulation sandbox called “Echo Town.” Use Three.js with a low-poly, toy-like aesthetic, an orthographic-feeling elevated third-person/isometric camera, soft shadows, fog, and simple stylized assets. The world is a square dark-green grassy town area bounded around 26 by 26 world units, with a slightly lighter 11-by-11 square central plaza. Place three small colorful low-poly city buildings around the edges, several rounded leafy trees, and three wooden park benches around the plaza. Light the scene with a warm directional sun plus cool ambient/fill light so objects cast long soft shadows. Keep the dark navy interface panels overlaid on top of the 3D scene.

This is an autonomous resident-life simulation with a playable avatar. At startup, spawn six residents at fixed approximate locations: Alex (male; outgoing, kind, charming), Morgan (female; curious, ambitious, smart), Sam (male; grumpy, loyal, bold), Taylor (female; shy, dramatic, idealistic), Casey (male; outgoing, mischievous, energetic), and Riley (female; kind, patient, calm). Also spawn a distinct player character named “You” at the center, with curious and bold traits and a brighter standout appearance. Use blocky humanoid character models with several available body variants, idle and walk animations, and floating labels above each character showing their name and a small thought line. Give residents randomized ages from 18–44, randomized movement speeds, genders, and customizable color variations.

Residents autonomously wander to random points inside the town bounds, turn toward their movement direction, and switch between idle and walk animations. They occasionally refresh their thoughts from lines such as “Just taking in the view,” “I wonder who will move in next,” and “Life here is simple but good,” with trait-specific thought flavor. When two non-player residents come within about 2.9 units and their interaction cooldowns have expired, have them face each other, pause for roughly three seconds, generate a personality-dependent conversation, and update their mutual relationship. Compatibility should reward shared traits, penalize opposing traits such as kind/grumpy, shy/outgoing, cold/charming, naive/smart, bold/calm, and idealistic/hypocritical, with a small cross-gender bonus and some randomness. Positive encounters can be warm conversations or hugs; negative ones can become dramatic arguments. Show both characters’ dialogue in a temporary dark popup near the bottom-center, update their floating thought labels, add a concise event to the Life Log, and sometimes evolve personalities by adding/removing kind or grumpy; strong bonds can add loyal.

The player is controlled directly with WASD or arrow keys. Movement is camera-relative, at a faster speed than residents, and the player faces the direction of travel and changes between walk and idle animations. Orbit the camera with mouse/touch controls, with damping, zoom limits, and a high polar-angle limit; smoothly track the selected resident, or otherwise the player. Clicking a character selects it and opens a left-side information panel. The player can select any resident from the 3D scene or from the resident list.

Build the HUD exactly as a dark translucent navy UI: a top bar with the title “Echo Town” at left, a centered “Residents: [count]” and “Day 1 • 08:00” style simulation clock, plus a green “+ New Resident” button and gray “Pause” button at right. Show a right-side “Residents” panel listing every character; each row shows name/gender initial and their first trait, and clicking a row selects them. Show a bottom-left “LIFE LOG” panel that records startup messages, residents moving in, interactions, actions, and deaths, keeping only the most recent entries. The simulation clock starts at 08:00 and advances quickly in real time (about 55 simulated minutes per real second); every 38 simulated minutes residents age by one and may change personality. Pause must stop the simulation and change to Resume while leaving camera/UI usable.

The selected-resident panel should show name and gender, age and comma-separated traits, the current quoted thought, relationship entries categorized as close/friendly/neutral/tense with numeric values, a “View Relationship Tree” button, Close, and “Inspire Thought.” Inspire Thought changes the selected resident’s thought to “Today feels full of possibility.” Add action buttons: talk, hug, kiss, hold hands, fight, piggyback ride, and kill. Talk opens a chat modal titled “Chat with [name] (AI personality)” with a scrollable history, text input, Send, and Close. Generate deterministic trait-flavored responses to greetings, questions, affection, negativity, and general messages, and slightly improve the player relationship after chatting.

For direct actions, move the player close to the selected resident if necessary, face both characters toward each other, show suitable emote/attack animations, alter relationship values, display a two-speaker dialogue popup, and write the result to the Life Log. Hug, kiss, hold hands, and piggyback ride improve relationships by different amounts; piggyback makes the resident follow the player briefly. Fight harms the relationship. Kill removes a non-player resident from the 3D world and list, logs “[name] has been killed!”, and displays a final two-speaker exchange; prevent killing the player character. The relationship tree modal should group current contacts under Friends & Allies, Rivals & Tense, or Others and show relationship numbers. Do not add combat, economy, building placement, quests, inventory, or victory conditions: the core experience is observing and influencing a small autonomous town.”,

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