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Arcade › Eye On Where
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Noah Hoist built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Eye On Where yet. Play it, then tell Noah Hoist what you would add next.
Eye On Where was built by Noah Hoist 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 Eye On Where 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 low-poly 3D third-person dungeon/facility action game titled “Eye On Where?”. Use Three.js-style rendering with a dark navy background/fog, elevated over-the-shoulder/isometric-like perspective camera that follows the player from above and behind, soft shadows, cool blue lighting, and glowing emissive effects. Use low-poly Kenney mini-dungeon props for walls, gates, barrels, and animated Quaternius character models: a small golden armored hero for Eye-on Where? and a larger mech villain/sentries. Keep the game as the exact three-part prototype slice below. Opening Level 1 is a scripted ambush in a compact 10-by-9 facility room. The hero begins near the front/south side and the mech villain stands opposite near the north side, with several tall energy posts across the room. When Start is pressed, display the story message: “Level 1: rescue attempt. Eye-on spots the bad guy — but the countermeasure is psychic, not physical.” After roughly 4 seconds the mech fires a purple psychic/mind beam at the hero. The beam temporarily reverses/confuses movement controls and reduces suit integrity by 20. Roughly 2.6 seconds later it fires a cyan electric beam, setting suit integrity to 34, followed by the message that the suit is ruined and the hero blacks out. Then automatically transition to Level 2. Level 2 is a dungeon escape room with a dark stone floor, perimeter walls, many grid-like interior wall blocks, a locked gate at the south/north exit direction as represented by the level layout, barrels, and glowing blue unstable molecular barriers. Place exactly four rotating/floating golden clue octahedrons at the coded locations in the dungeon. The objective is to collect all four clues and reach the exit gate. The player must navigate around solid walls. Two cyan electric floor traps damage suit integrity and interrupt focus; a translucent purple mind-echo zone temporarily reverses/confuses controls and drains focus. Physical movement uses WASD or arrow keys; on touch, use the visible virtual joystick. The hero faces the movement direction. Implement the key gaze mechanic: holding E (or Space, or the on-screen FOCUS button) makes Eye-on focus on the interactable directly in front of the hero. Use a short forward raycast/look direction, not mouse targeting. When aimed at one of two glowing blue unstable barriers, holding Focus fills the Molecular focus meter over about 1.8 seconds, fades and dissolves the barrier, then resets focus. If the player is not focusing a valid target, focus drains. Display clear story feedback such as “Molecules rearranged. The barrier loses structure and falls apart.” Clues are collected by walking close to them, incrementing a 0/4 counter and showing progress messages. Once clue 4 is collected, rebuild/unlock the uniform: set the player speed higher, restore 46 suit points (capped at 100), show a bright golden upgrade light, and unlock the two attacks. The HUD should identify this as the new uniform cache/powers online. After all four clues, reaching the exit transitions to Level 3, the prison wing. Build a dark 17-by-17 prison room with outer walls, two central cell-barrier walls, an exit gate, and two barrels. Place exactly three red/pink restraint anchors with glowing blue unstable cores: two near the lower left/right and one toward the north/central area. Place two small mech electric sentries on the left and right middle sides. Add a translucent purple central psychic static field. The Level 3 objective is to destroy all three anchors and then reach the gate. Holding Focus while within about 2.2 units of an anchor damages it continuously. The unlocked attacks also damage nearby anchors and disable sentries: pressing 1 or the on-screen MICRO button emits a purple expanding microwave ring around the player, with about a 2.2 second cooldown and damage in a radius of about 4.8; pressing 2 or N₂ BOOM emits a short-range orange nitrogen self-combustion sphere/blast in front of the hero, with about a 3.5 second cooldown and damage in a radius of about 2.8. Microwave deals 42 damage and nitrogen deals 70; each anchor starts with 100 health. Anchor cores should fade/scale as damaged, then disappear when destroyed. These abilities must remain locked until all four Level 2 clues are found. The sentries track the player and periodically fire cyan electric shots when within range, reducing suit integrity by 7. Electric traps, electric beams, and sentry shots are the primary damage sources; normal physical hazards do not damage the suit. The purple mind field disrupts/reduces focus and can briefly confuse movement. If suit integrity reaches zero, show a game-over message: “Suit overloaded by electric attacks. Press Start again to restart the slice.” If all anchors are destroyed and the hero reaches the Level 3 gate, show the completion message that the prison wing is cleared and the deeper dungeon path toward Levels 4–9 is next. HUD: place a large rounded translucent dark panel in the upper-left with cyan title “Eye-on Where?”, current Level number, “Suit integrity” with a numeric percentage and a bright cyan horizontal bar, and “Molecular focus” with a numeric percentage and a dark-to-cyan progress bar. Place a large rounded story/message panel across the lower middle, a mission/objective line, and mobile controls at the bottom: a translucent circular joystick at lower-left plus rounded buttons at lower-right labeled “FOCUS E / hold”, “MICRO 1”, and “N₂ BOOM 2”. Include a Start overlay initially, and allow Restart after game over/completion. Animate hero and mech idle/run/shoot states, rotate clue crystals and anchor cores, pulse trap/zone materials, fade beam and attack effects, and keep the restrained dark sci-fi dungeon palette with cyan, purple, orange, gold, and red emissive accents.”,