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Arcade › 별빛 방과 후
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Remix 별빛 방과 후 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.
Rebuild a Korean-language, single-screen pixel-art visual novel titled “별빛 방과 후” (“Starlight After School”). Use a crisp low-resolution 320x180 canvas scaled responsively to fill a dark purple application frame, with pixelated/no-antialias rendering. The fixed background is an empty classroom after the last bell: a muted pink wall, dark purple plank floor, a large lavender-blue window at the upper left with crossbars and small twinkling cream/yellow stars, and a simple brown student desk in front of it. Draw two very small blocky pixel characters: the player in a pale blue shirt near the lower middle and Seoyun near the window in a pink shirt, with simple skin-tone faces, dark legs/hair, and minimal two-pixel facial details. Let the stars subtly shift over time using the dialogue step so the scene has slight animation, but do not add movement controls or combat. At launch, show a full-screen translucent dark-purple overlay and a centered cream story card with a thick mauve border and hard pixel shadow. The card title is “별빛 방과 후” in large mauve Korean lettering, followed by: “마지막 종이 울린 뒤, 텅 빈 교실에 남은 두 사람.\n짧은 선택들이 오늘의 마음을 바꿉니다.” and a pink “게임 시작” button. Clicking it removes the overlay and starts the dialogue at step 0 with affection 0. The game is a linear choice-based conversation. Keep a top HUD over the scene: left side reads “✦ 별빛 방과 후”; right side reads “호감도” with a bordered horizontal meter whose fill is a pink-to-yellow gradient. At the bottom, show a cream/pale pink dialogue panel with a dark mauve border and offset dark shadow, a pink name tag overlapping its top edge, the speaker label, and Korean text with a blinking pink cursor. Beneath it, show one or two clickable choice buttons in a wrapping row; buttons have pixel-style borders, shadows, pale pink backgrounds, dark text, and a yellow hover state. Choices should immediately update the affection meter and advance to the next line. Implement exactly this six-step conversation and choice scoring, with no branching beyond the affection score (all options advance to the stated next step): 1. Speaker “나”, tag “나”: “방과 후의 교실은 이상할 만큼 조용했다.” Choices: “창가로 간다” (+1, next 1), “가방을 정리한다” (+0, next 1). 2. Speaker “서윤”, tag “서윤”: “아직 안 갔네? 오늘 하늘, 진짜 예쁘다.” Choices: “같이 보자고 한다” (+2, next 2), ““응, 그러네.” 하고 웃는다” (+1, next 2). 3. Speaker “나”, tag “나”: “서윤은 창문에 기대 별빛을 바라보고 있었다.\n손끝에 작은 반짝임이 내려앉았다.” Choices: “반짝임을 가리킨다” (+2, next 3), “조용히 곁에 선다” (+1, next 3). 4. Speaker “서윤”, tag “서윤”: “내일도… 여기서 만날래? 할 말이 생겼거든.” Choices: ““기다릴게.”” (+3, next 4), ““무슨 말인데?”” (+1, next 4). 5. Speaker “서윤”, tag “서윤”: “그럼 약속. 내일은 오늘보다 조금 더 가까이 앉자.” Choices: “손가락으로 약속한다” (+2, next 5), ““좋아.”라고 답한다” (+1, next 5). 6. Speaker “나”, tag “나”: “종이 울렸다.\n하지만 이상하게도, 오늘의 방과 후는 끝나지 않은 것 같았다.” One choice: “서윤에게 손을 흔든다” (+0, next 6). Selecting it ends the game. Use a maximum meter visualization based on 12 points, even though the available route scores are lower. When the final choice is selected, show a centered ending card over a dark translucent purple overlay. If affection is at least 8, title it “별빛 아래의 약속” and text it “서윤과의 거리가 한 걸음 가까워졌다. 내일은 분명 특별한 하루가 될 것이다.” If affection is below 8, title it “아직 시작되지 않은 마음” and text it “오늘은 조용히 헤어졌지만, 창가에 남은 별빛처럼 이야기는 계속된다.” Include a pink “처음부터” button that hides the ending overlay and resets step, affection, and ended state to restart the story. Keep the visual style consistently cozy, romantic, restrained, and retro pixel-art: dark indigo/purple surroundings, cream dialogue cards, mauve borders, hot pink accent buttons, hard offset shadows, and monospace-like typography. Make it responsive for mobile by shrinking HUD padding/meter and allowing choice buttons to occupy roughly half-width, while preserving the same fixed scene composition.