Arcade › Evening Warmth
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Blake built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Evening Warmth yet. Play it, then tell Blake what you would add next.
Evening Warmth was built by Blake 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 Evening Warmth 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 playable Three.js ES-module 3D adult romance/social interaction game titled “Evening Warmth.” The game takes place in a small, warmly lit apartment lounge viewed from a high third-person perspective behind and above the player, with a perspective camera that follows the player smoothly. Use a stylized low-poly/casual 3D look: dark plum-brown walls and floor, a terracotta/rust rectangular center rug, warm orange lighting and soft shadows, three simple orange wall-art panels, a pale blue-green couch on the left, a smaller pale sofa on the right, a coffee table near the center, and a glowing side lamp by the left couch. The room is bounded by a back wall and left wall, with a walkable floor area roughly 8 by 6 world units. Begin with a full-screen translucent, warm-gradient start menu. Show the title “Evening Warmth” and explain that the goal is mutual attraction through consent, comfort, and honest flirting. Let the player enter a name (up to 18 characters, default “You”), select gender/presentation from Woman (she/her), Man (he/him), or Non-binary (they/them), select evening pace Relaxed (7 minutes), Standard (5 minutes), or Quick (3.5 minutes), and toggle Choice Guidance On (“show tone hints”) or Off (“read the room”). Starting the game hides the menu. Represent the player as a small simple adult avatar made from a capsule-like body and sphere head, with gender-dependent body colors (purple for woman, blue for man, yellow/gold for non-binary) and a small warm badge on the front. Place two adult NPCs in the room. Alex sits/stands by the left couch and uses she/her pronouns; her starting values are Comfort 62, Trust 42, Attraction 35, and her preference is shown in the HUD as “thoughtful curiosity and clear check-ins.” Sam is by the right sofa/table and uses he/him pronouns; his starting values are Comfort 58, Trust 38, Attraction 32, with preference “playful banter, honesty, and respecting a no.” Use casual adult character models with idle animation, warm-colored interaction rings/markers beneath them, and orient them toward the room/player. The player can approach either NPC; when within about 1.75 units, show a prompt such as “Press E to talk with Alex/Sam.” Support movement with WASD and arrow keys, constrained to the walkable room bounds. Also support clicking the floor/rug to set a destination and have the avatar walk there, showing a temporary glowing destination ring. Press E near the closest NPC to open dialogue; Escape closes an active dialogue. Movement and the timer pause while dialogue is open. The player avatar should rotate toward its movement/destination direction and the camera should smoothly follow. The HUD should remain over the 3D scene. In the upper-left, show a translucent rounded panel titled “Evening Warmth,” the currently focused NPC and their pronouns plus “likes [preference],” and three horizontal percentage meters labeled Comfort, Trust, and Attraction. When no NPC is nearby, show “Choose someone to talk with.” In the upper-right, show an in-world evening clock beginning at 9:00 PM and a countdown such as “5 min left.” Convert the selected real-time limit into an evening display running from 9:00 PM toward 11:30 PM. At the lower-left show contextual instructions: movement, click-to-walk, approaching an adult NPC, E to talk, respect comfort, read preferences, and ask before escalating. Each NPC has a three-beat branching conversation with three response buttons per beat. When Choice Guidance is On, append concise hints such as “helps comfort + trust,” “helps trust + attraction,” “neutral,” or “⚠ boundary risk” based on the response’s stat changes; hide these hints when Off. Alex’s dialogue should be: 1) “Alex smiles from the couch. ‘I like nights that move slowly. What drew you over?’” Choices: “You seem thoughtful. Want to talk for a bit?” (+8 comfort,+9 trust,+5 attraction); “You look gorgeous. I had to come over.” (-8 comfort,-3 trust,+4 attraction); “No pressure — I just wanted to say hi.” (+10 comfort,+5 trust,+2 attraction). 2) “She mentions loving quiet art shows and direct communication. ‘I never know if people actually listen to that.’” Choices: ask about the last piece of art that stayed with her (+5,+11,+8); change the subject to the player’s own stories (-4,-6,+1); say the player appreciates directness and will ask before assuming (+10,+10,+6). 3) “Alex leans in a little, then pauses. ‘I’m interested, but I like to name what is happening.’” Choices: ask whether she would like to keep talking somewhere quieter (+8,+8,+9); move closer without asking (-22,-18,-5); say they can stay there and the player is enjoying this pace (+12,+9,+6). Sam’s dialogue should be: 1) “Sam looks up from the table. ‘Okay, stranger. Friendly chat or charming ambush?’” Choices: “Friendly chat, with optional charm if invited.” (+9 comfort,+8 trust,+7 attraction); “Definitely an ambush. You have no choice.” (-18,-14,-6); “Only if you’re in the mood. I can wander.” (+10,+7,+3). 2) “He laughs. ‘I like confidence, but I like honesty more. What are you hoping for tonight?’” Choices: “A real connection. If it becomes romantic, only because we both want that.” (+9,+12,+8); “I always get what I want.” (-16,-16,-8); “A fun conversation first. The rest can earn itself.” (+6,+8,+9). 3) “Sam’s voice softens. ‘I might be into you. I just need to know you can hear a boundary.’” Choices: “If you say stop or slow down, I will. No debate.” (+14,+14,+8); “Boundaries ruin the mood.” (-28,-25,-10); “Want to keep flirting, or take a breather?” (+10,+10,+7). After each selected response, clamp each stat from 0 to 100, mark that NPC as talked to, and advance the conversation. Each response consumes 24 seconds of the game timer. If Comfort falls to 18 or below, immediately end with a loss overlay explaining that the NPC steps back because the evening no longer feels comfortable and that respecting the boundary ends the path. After the third beat, award a win only if that NPC has at least 70 Comfort, 68 Trust, and 62 Attraction. On a win, hide the dialogue, fade the screen to black over about 1.2 seconds, then show a “Mutual Spark” ending stating that the NPC clearly says yes to a quieter romantic moment and that intimate details remain private and consensual. Do not depict nudity or explicit sexual action. If the third beat finishes below the thresholds, show a line that the connection needs more trust and comfort before romance feels mutual, with a “Give them space and keep mingling” button; leave the NPC at a late conversation step rather than inventing further content. The player may pursue either NPC. If the selected pace timer reaches its limit first, end with an “Evening Ends” loss screen saying the evening winds down before a mutual romantic choice forms and that the best NPC still appreciates the respectful conversation. Provide a Restart evening button on every ending screen. Use rounded translucent dark plum HUD panels with subtle light borders, cream text, terracotta/orange highlights, softly colored meters, button hover/focus states, and a warm intimate but non-explicit atmosphere. Include quiet click feedback for menu, movement destination, dialogue choices, and closing dialogue. Expose getGameState/setGameState-style state access if supported, including timer, player position, settings, active NPC, game-over state, and each NPC’s three relationship stats and conversation step.