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Fractal Lightbox

  • 3d
  • third-person
  • exploration
  • puzzle
  • atmospheric
  • low-poly
  • sci-fi
  • fantasy
0
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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. Javier Montoya built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Fractal Lightbox yet. Play it, then tell Javier Montoya what you would add next.

Make your own game

Fractal Lightbox was built by Javier Montoya 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 Fractal Lightbox 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 Fractal Lightbox

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 third-person 3D exploration puzzle game titled “Fractal Lightbox.” Set it in a dark, atmospheric skyborne ruin at night: a deep blue-black background with exponential fog, a starfield, a large pale moon, cool directional/hemisphere lighting, shadows, stone platforms floating above an abyss, scattered damaged columns, dark trees, cliff chunks, and a distant row of blocky ruined towers. Use a cinematic low-poly style with translucent glass-like UI panels and three luminous accent colors: amber (#ffbd59), cyan (#6de7ff), and violet (#d98cff).

The player is an archivist represented by a simple stylized humanoid: a gray capsule-like body, dark flared cloak, and a glowing spherical projector orb held to the front-right, surrounded by a thin rotating ring. Use an over-the-shoulder/third-person camera that follows the player. Support keyboard movement through third-person controls with jumping and gravity, and allow mobile/touch interaction through the on-screen buttons. Player movement speed is brisk, and falling into the abyss respawns the player at the latest stable checkpoint.

Build a linear chain of floating ruin platforms extending along the X axis. Start the player on a broad 8-by-8 stone platform near the left side. Place the first shrine and beacon on the starting platform, with a first projector ring at its right edge. Continue to a second broad platform with another shrine and beacon, then narrow causeway platforms separated along the route, a cyan dimensional door barrier, and finally a broad end platform containing the third shrine, beacon, and final projector dais. Use stone pedestals for interactable objects: each pedestal has an octagonal base, a raised dish, and a hovering animated object above it.

The core loop is to collect three hidden transparencies/slides, capture three matching ambient lights, and project the correct combination into three rings. At the beginning, show the objective: “Collect a slide, capture ambient light, then project it into the ruins.” The player must first approach the Spiral Lattice shrine and press E or tap “Capture / Take.” The three slides are:
1. Spiral Lattice, amber-colored, hint “Bends amber light into stone bridges.”
2. Branch Prism, cyan-colored, hint “Splits cyan light to unseal dimensional doors.”
3. Bloom Halo, violet-colored, hint “Unfurls violet light into memory skyboards.”
Only collected slides should be selectable; locked slides show “Locked transparency.” Allow selecting unlocked slides with number keys 1/2/3 and with clickable slide cards in the lower-left HUD. Picking up a slide immediately loads it into the projector.

Place the matching light beacons near the corresponding shrine: Amber Dawn / Sunwell Beacon at the start, Cyan Tide / Tide Lens on the second platform, and Violet Archive / Archive Lens on the final platform. Near a beacon, E or the touch button captures that light into the spherical projector. The projector orb’s base color should reflect the selected slide, while its emissive color reflects the captured light; when empty it glows blue. Show contextual proximity prompts such as “Take Spiral Lattice · E” and “Capture Amber Dawn · E.”

Create three projector-ring puzzles with strict matching requirements:
- First ring: “Bridge Ring,” positioned between the first and second platforms. It accepts only the Spiral Lattice slide plus Amber Dawn. On success, emit a brief expanding wireframe spiral/torus-knot pulse traveling toward the ring, mark puzzle 1 complete, and materialize a short three-tile amber-lit stone bridge across the gap. Update the checkpoint to the second platform and objective to cross the bridge, recover Branch Prism, and capture Cyan Tide.
- Second ring: “Door Ring,” before the final section. It accepts only Branch Prism plus Cyan Tide. On success, emit a cyan expanding wireframe icosahedron pulse, remove the solid dark frame and glowing translucent cyan veil that blocks the route, mark puzzle 2 complete, and update the checkpoint beyond the door. The objective becomes recovering Bloom Halo and capturing Violet Archive.
- Third ring: “Archive Dais,” on the final platform. It accepts only Bloom Halo plus Violet Archive, and only after the first two puzzles are solved. On success, emit a violet expanding wireframe octahedron pulse, mark puzzle 3 complete, reveal the finale storyboard high above the ruins, and change the objective to “The ruins remember. Watch the storyboard bloom above the city.”

If the player projects with the wrong slide/light combination, display a contextual rejection message and show a short colored pulse without solving the puzzle. If the player has no collected slide, say the orb needs a collected transparency; if no light is captured, say the orb is empty and direct them to a beacon. Pressing F or tapping “Project Light” near a ring performs projection; outside a ring it creates a harmless pulse and says that no geometry answers. Completed rings should report that they already hold their shape. Use brief floating/message notifications for all key actions.

After the finale, reveal a large elevated circular storyboard halo and four rectangular translucent animated memory panels arranged in a ring in the sky. The panels should be generated as luminous canvas-like images showing abstract moving architecture: pale zigzag lines, faint towers, amber arcs, cyan connecting lines, gradients, and scanline-like horizontal marks. Slowly rotate and bob the storyboard. Cycle these exact story messages every few seconds: “The skyboard shows archivists harvesting dawn to store memory in crystal glass.” “A city of mirrored towers bends whole songs into light and hangs them above the streets.” “When the towers fell silent, the last keepers hid the slides and left the projector for you.” If the player projects again at the completed finale, display the current story line.

HUD requirements: use fixed dark translucent rounded panels with blue-gray borders and blur. At the top-left show the title “THE FRACTAL LIGHTBOX” and the current objective. At the top-right show rows for “Slide” (initially None), “Light” (initially Empty), and “Puzzles” (initially 0 / 3). At the bottom-left show three slide selection cards labeled “1. Spiral Lattice,” “2. Branch Prism,” and “3. Bloom Halo,” with locked cards dimmed and unlocked cards showing their hints; highlight the active card with its color. At the bottom-right show two large stacked controls: “Capture / Take” with “Press E near a beacon or shrine,” and “Project Light” with “Press F at a projector ring.” On narrow screens stack the top HUD vertically, let slide cards wrap, and move the action controls upward so they remain visible. Include an initial full-screen loading overlay reading “Tuning the projector…” that fades away shortly after startup. Use subtle footstep and glass-impact/pulse sound effects when audio is available, with audio unlocked on the first user interaction.

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