Arcade › Fita Amarela
Click the game above and it runs right here in your browser. No download, no installer, no account needed. arielmachado1007 built it with Cinevva, so it works on a phone or a tablet too.
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Fita Amarela was built by arielmachado1007 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 Fita Amarela 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 a first-person Three.js liminal-horror exploration game titled “Fita Amarela” (Brazilian Portuguese UI). The player begins behind an intro overlay on a nearly black, warm-brown background. Center a translucent dark panel with a thin muted-gold border and soft shadow. It says “EXPERIÊNCIA LIMINAL ORIGINAL”, then a large serif gold title split across two lines: “FITA” and “AMARELA”. Below, show the Portuguese description: “Você caiu em um andar que não aparece em nenhuma planta. O carpete está úmido, as lâmpadas zumbem e os corredores parecem mudar quando você não olha.” Add a gold-accented warning paragraph with a vertical line: “Encontre a porta de saída. Não corra sem motivo. E se ouvir passos… não vire a câmera.” Finish with a full-width ochre/gold button labeled “ENTRAR NO ANDAR”. Clicking/tapping it hides the overlay, starts the game, requests mouse pointer lock on desktop, and begins a very quiet low-pitched humming sound. The game world is a dark, enclosed, first-person liminal maze on one floor. Use a perspective camera around 72 degrees FOV with warm, desaturated brown/gold color grading, strong fog, a subtle dark vignette, soft shadows, and a nearly black-brown background. The player avatar is invisible except for the camera and a tiny pale circular crosshair at screen center. Use FPS movement: WASD/keyboard and mouse-look with pointer lock on desktop; support touch controls on coarse-pointer devices with the visible hint “Arraste para olhar / Joystick esquerdo para andar / Toque no botão para pular”. Allow jumping and gravity. The player starts at approximately (0, 0.05, 2.8), facing into the maze, with movement speed about 2.55 and jump speed about 6.2. Build the architecture from connected rectangular carpeted areas and corridors, imperfectly symmetric like a small maze. The main zone is roughly 12 by 12 world units, with stained beige walls about 3.2 units high and thin, dark brown trim/baseboards, a ceiling around y=3.28, and additional connected zones extending north to around z=-17.7 and east to around x=17.7. Place solid wall segments to form the central corridors, including diagonal/offset-feeling partitions: outer walls around x=-5.9 and x=5.9, outer ends around z=-5.9 and z=5.9, interior horizontal walls centered near (-2.4,-2.1) and (2.4,2.1), side partitions near (-3.8,2.4) and (3.8,-2.4), and a narrow central pair around x=-0.7 and x=0.7. Extend the north corridor/room with side walls at x=-5.9 and 5.9 and an end wall at z=-17.7. Extend an east room with an end wall at x=17.7 and side walls around z=-5.9 and z=5.9. Keep the arrangement readable as connected corridors rather than a featureless open room. Make the floor a visibly damp, mottled old carpet in muted olive/tan brown, with dense fine noise. Make walls a worn yellow-beige plaster/panel texture with subtle stains and vertical imperfections. Make the ceiling a pale dirty beige with sparse discoloration. All surfaces should be very rough and non-metallic. Add dark brown baseboards along the main outer floor edges. The overall look should feel abandoned, low-lit, claustrophobic, and analog-liminal rather than clean or brightly lit. Line the corridors with rectangular fluorescent ceiling panels at y≈3.15, mostly warm pale cream/gold emissive strips. Arrange repeated strips along the central corridors at x positions -5,-3,-1,1,3,5 around z=-4.4 and z=4.4, and matching perpendicular strips around x=-4.4 and x=4.4. Add strips in the northern extension around z=-10.2 and in the eastern extension around x=10.2. One or two panels should be broken/dark. While the game runs, subtly flicker the lit panels very occasionally, briefly reducing their glow and changing them to a dirty brown-gray; otherwise keep the lighting sparse: a weak warm ceiling/directional light and low warm ambient fill, with fog that hides distance. At the far end of the north extension, create a readable abstract exit door around x=0, z=-17.3: a dark door slab approximately 1.45 wide by 2.45 high inside a dark brown rectangular frame, with a conspicuous dark red strip of tape slanted slightly across its upper section and a small red sign/panel above it. Despite the title, the actual exit marker is red tape, matching the objective. The player’s initial HUD is fixed in the top-left: “SINAL: INSTÁVEL” in small uppercase spaced lettering and below it “Encontre a porta com a fita vermelha.” Use pale cream/gold text with a faint shadow. Keep a tiny pale center crosshair and dark radial vignette over the rendered view. Add one sparse, ambiguous distant humanoid silhouette in the north corridor around (x=-0.2,z=-9.2): a nearly black semi-transparent capsule-like body and small dark spherical head, with no facial detail, weapon, animation attack, or explicit monster UI. It should remain distant and subtly drift side-to-side and forward/back over time, and intermittently disappear/reappear, creating the impression of a figure seen through fog. Do not make it chase the player or add combat, health, score, inventory, or enemies beyond this single silhouette. When the player approaches within roughly 2.3 world units of the exit door, mark the exit as found and update the fixed HUD text to “SINAL: alguém respondeu” and “A porta está trancada. Você não está sozinho.” There is no demonstrated victory screen or door-opening sequence: the game remains an atmospheric exploration scene after this state change. Keep the UI and world text in Portuguese, preserve the title’s warm gold typography, and emphasize the contrast between the elegant intro card and the dim, foggy first-person maze.