Arcade › Fraction Escape
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gabriel Barrios built it with Cinevva, so it works on a phone or a tablet too.
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Fraction Escape was built by Gabriel Barrios 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 Fraction Escape 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 first-person 3D educational escape-room game titled “Fraction Escape.” The player is inside one compact study room and must learn/use fractions to unlock the exit. Use WASD movement, mouse-look in first person with pointer lock, and a white center crosshair: when the crosshair is aimed at an interactive object, click to inspect or use it. Clicking puzzle boards opens large dark modal interfaces with clear fraction UI; clicking furniture and cards uses them. Include an initial full-screen dark translucent start modal titled “Learn fractions by escaping the room,” with instructions saying to walk with WASD, look with the mouse, and click the center crosshair; show stats for 3 fraction puzzles, 3 hidden digit cards, and 1 exit keypad, plus tags for visual matching, combining to a target, and ordering by size, and an “Enter the room” button. Build a bright, softly lit study room approximately 11 units wide, 9 units deep, and 3.3 units high. Use pale warm walls, a light wood/tan floor, a blue rectangular center rug, brown trim, a pale blue sky/fog ambience visible through the exit, soft shadows, and a clean stylized low-poly/asset-kit look. Furnish it with a desk and chair on the left rear side, a small side table/drawer unit on the left wall, a television-style cabinet on the right rear side, a tall bookcase on the right wall, two floor lamps, and an exit door centered in the far/north wall with a small exit rug. Use Kenney-style furniture/door props and factory-style panel/button assets for the keypad. Add simple wall posters/custom boards with colored accents: blue for Match, orange for Combine, green for Order, and a pink exit-keypad hint poster. The exit starts closed and physically blocks passage. The game flow must be sequential. First, the player interacts with the left-side blue “Visual fractions” board. Open a puzzle modal titled “Match the visual fractions.” It presents three cards with segmented bars showing 1 of 2 shaded, 3 of 4 shaded, and 2 of 3 shaded. Each has multiple fraction buttons. The correct selections are respectively 1/2, 3/4, and 2/3; require an answer for every card and provide feedback for blank or incorrect answers. On success, mark the match puzzle complete and unlock the side drawer. After that, the player clicks the left side drawer. Before solving the board it is locked and explains that the visual fraction board must be solved. Once unlocked, clicking opens it and reveals a floating clue card inside labeled “Match = 4.” The player must click the card separately to collect it. Hide the card until the drawer is opened, then remove it when collected and add a Match card with digit 4 to the inventory. Second, the player interacts with the orange right-side “Make 5/6” combination board. Open a modal titled “Combine fractions to make 5/6,” show target 5/6 and five selectable cards: 1/2, 1/3, 1/4, 2/3, and 1/6. The player must choose exactly two distinct cards; the only correct pair is 1/2 + 1/3 = 5/6. Include selection slots, Clear, and Check sum controls, and feedback for wrong sums or wrong number of choices. On success, unlock the TV cabinet. The TV cabinet starts locked until the combination board is solved. Clicking it after unlocking opens the cabinet and reveals a clue card labeled “Combine = 7.” Require a separate click to collect the card, then add Combine digit 7 to inventory and hide the card. Third, the player interacts with the green right-wall “Sort fractions” ordering board. Open a modal titled “Order the fractions,” with selectable values 2/3, 1/4, 3/4, and 1/2. The player clicks them one at a time to build a visible numbered sequence, with disabled chosen buttons, Reset order, and Check order controls. The correct ascending order is 1/4, 1/2, 2/3, 3/4. Give feedback for incomplete or incorrect sequences. On success, unlock the bookcase compartment. The bookcase starts locked until the ordering board is solved. Clicking it after unlocking opens its compartment and reveals a clue card labeled “Order = 2.” Require a separate click to collect it, then add Order digit 2 to inventory and hide it. Keep collected digits in puzzle order: Match 4, Combine 7, Order 2. Place an exit keypad panel beside the centered door, with a small 3x3 grid of physical round buttons. Before all three clue cards are collected, clicking the keypad explains that all cards are required. Once all are collected, open a modal titled “Enter the exit code,” show an inventory hint to enter digits in puzzle order, a three-character display initially “___,” keypad buttons 1 through 9, Clear, and Unlock door. The correct code is exactly 472. Wrong three-digit codes produce feedback telling the player to check the clue cards/order; fewer than three digits is invalid. On success, show unlocked feedback, replace the closed door model with an open-door model, remove the door collision, and allow the player to walk through the doorway. The win objective is completing the escape by walking through the open exit, with a final message that the door is open and the player should walk through. Include a persistent HUD over the 3D view: upper-left dark translucent panel titled Fraction Escape with an objective summary and checklist for solving the visual board, sum board, ordering board, collecting all 3 digit cards, and unlocking the exit door; completed items turn green. Upper-right inventory panel explains that clue-card digits make the exit code and displays collected cards as chips with prominent digit badges and labels, initially “No clue cards yet.” Bottom-center dark prompt bar gives context-sensitive messages such as locked furniture requirements, “click to open,” “pick up clue card,” or “walk through to escape.” Keep a white center crosshair that slightly enlarges/brightens when aimed at an interactable. Use polished dark-blue modal panels, rounded cards, bright blue/orange/green puzzle accents, clear typography, shadows, feedback colors, and subtle click/footstep audio. Do not add combat, enemies, timers, lives, or unrelated mechanics.