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Arcade › Птица в клетке
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Птица в клетке was built by Brayden Dickinson 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 Птица в клетке 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 dark narrative exploration maze game titled "Птица в клетке" ("Bird in a Cage") in a low-poly, pixel-storybook style. Use a Three.js-like 3D orthographic top-down/isometric camera: the camera looks down from a diagonal angle at a small tiled maze, with a dark blue-black background and fog. Build the rooms from chunky square floor tiles and tall rectangular block walls, with alternating tile colors, hard flat shading, soft shadows, colored ambient/fill lighting, occasional torches, and shifting room palettes. The visual language should be deliberately simple and geometric: everything is made from blocky primitives, not detailed textures. Use a fixed player-following orthographic camera with the player near the center of view.
The protagonist is Sparrow, a small stylized man-shaped bird-faced figure. Model him from simple boxes: blue-violet body and cloak, pale cube head, orange-gold four-sided beak, angular wings, and a pale egg visibly attached under one arm at all times. The egg should gently rotate, and Sparrow should bob while moving and turn toward his movement direction. There are no combat systems, inventory systems, enemies chasing the player, health, or timer: the game is about walking, reading, and making narrative choices.
Start with a centered title modal bordered in gold on top of the maze. It displays the Russian title "Птица в клетке", explanatory story text, and an "Enter the Maze" button. The premise text should explain that Sparrow carries an egg representing his family/child, the Tall Dark Man is using the family against him, and Sparrow was sent into the maze to watch his friends for a hidden power; choices determine whether he obeys, runs, or sacrifices himself. Starting hides the modal and begins in the first room, "Nest of Ash". Show a short message such as "The maze wakes when Sparrow does."
Implement six connected rooms, each loaded as a separate compact grid maze with solid outer walls, corridors, torches, and interactable objects. Movement is free within corridors with collision against wall blocks. Support WASD and arrow keys, plus a large on-screen virtual joystick for touch devices. Support E or Space, and a touch Interact button, to activate the nearest object within a short radius. Support J and a Journal button to open/close the collected lore journal. Interactions should pulse/highlight subtly when nearby, and the Interact button should change its label to the relevant action such as Read, Listen, Choose, Descend, or Open Gate.
Room 1: "Nest of Ash". Objective: "Reach the first fork and choose which sound to follow." Use a dark blue-gray palette. Place two lore objects: "Warm Shell" and "Soot Warning". At the central choice pedestal, show "The First Fork": birdsong comes from the left and hoofbeats from the right. Left choice: "follow the birdsong", setting the origin path to song and loading "Salt Aviary". Right choice: "follow the hoofbeats", setting the origin path to tracks and loading "Rib Stalls".
Room 2A: "Salt Aviary". Objective: "Read what Flamingo left behind, then descend deeper." Use blue-gray floor and mauve/pink-purple walls and accents. Include the lore objects "Flamingo Feather" and a pink Flamingo effigy that can be listened to. Place a gate labeled "Descend". Interacting with it displays its short stairwell text and loads the knife room.
Room 2B: "Rib Stalls". Objective: "Find the marks Rat and Horse left, then go on." Use brown/ochre floor and bone-brown walls. Include "Rat's Scratch", a narrow stone Rat statue, and a half-statue of Horse. Place a "Descend" gate leading to the knife room.
Room 3: "Hall of Molting Knives". Objective: "At the split altar, decide whether Sparrow takes the black knife." Use dark charcoal/lilac colors. Include the lore "The Bargain" and a Wolf statue. At an altar/pedestal with a blade, open "The Knife Altar" choice: left "take the black knife" sets knife=true; right "leave it buried" sets knife=false. Both choices lead to the gallery.
Room 4: "Menagerie Gallery". Objective: "Listen to the four friends, then decide whether to call them or run." Use dark navy-blue floors and slate-blue walls with gold accents. Place four interactable friend statues/voices: Flamingo (pink), Rat (pale gray), Wolf (gray-blue), and Horse (brown), each with a short narrative lore entry. At the final choice, left is "call Flamingo, Rat, Wolf, and Horse", setting calledFriends=true and run=false; right is "run for the false light", setting run=true and calledFriends=false. Both lead to the final gate room.
Room 5: "The Narrow Gate". Objective: "Stand before the final gate and see what your choices bought you." Use the darkest palette, with a very tall shadow-like gate and purple haze. Include lore "No Ceiling High Enough" and an interactable Tall Dark Man figure. The Tall Dark Man should be an imposing almost-black rectangular silhouette. When his lore is read, briefly replace or reveal him with a mirrored visual of Sparrow: blue body, pale bird head, beak, wings, and egg, suggesting their outlines overlap, then return to the dark figure. Place the final interactable labeled "Open Gate". Opening it triggers one of exactly three narrative ending cards and pauses the game.
Use these ending rules and write the corresponding text on the ending modal. If run=true, show "Ending III · The Cracked Egg": Sparrow runs through the false light, but the Tall Dark Man follows without hurrying and the egg breaks in his hand; Sparrow survives as witness to what he failed to protect. Otherwise, if knife=true and calledFriends=true, show "Ending II · The Leash": Sparrow calls the four friends close, kills them with the black knife, and the Tall Dark Man puts a leash around Sparrow and leads him back into the maze. In all other cases show "Ending I · The Necessary Death": Sparrow refuses the part written for him, turns the maze against itself, saves the friends and family represented by the egg, and dies as the maze collapses. Include the origin path (song or tracks), knife/empty hand, and final action in the ending summary, plus the collected lore count, and provide a "Walk Again" button that resets the run and choices.
Provide a persistent HUD over gameplay. Top-left is a dark translucent panel with a gray-blue border showing the current room title, the count of discovered warnings out of 15 (there are exactly 15 lore entries total), and text like "Sparrow carries the egg through the dark." Show past path tags such as song, tracks, knife, called, or ran. Top-right is a matching objective panel showing the current room title and objective. At the bottom center show temporary dark message boxes for movement/transition prompts and a larger lore panel for discovered text. The journal panel should list all collected entries, their titles and full narrative text, and show "предупреждение · count/15". On mobile, keep the circular joystick at bottom-left and stacked Interact and Journal buttons at bottom-right. Use monospace typography, dark translucent panels, pixel-like thick borders and box shadows, gold for titles and primary buttons, desaturated blue for secondary buttons, and greenish beige for alternate buttons. Choice cards should be centered, dark, outlined in purple, and offer two large buttons; on narrow screens stack the choices vertically.
Keep the writing cryptic and psychologically oppressive rather than explaining everything directly. The maze represents surveillance, coercion, betrayal, and sacrifice; the other animals are oblivious test subjects who only understand the maze as a hostile place, while Sparrow understands the Tall Dark Man's arrangement. Ensure the player can explore each room, approach lore/statues/gates, read each entry once into the journal, make the three binary decisions, and reach an ending entirely through movement and interaction.