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Girlfriend Simulator

  • 3d
  • companion-sim
  • cozy
  • cat-girl
  • exploration
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. Kk Luna built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Girlfriend Simulator yet. Play it, then tell Kk Luna what you would add next.

Make your own game

Girlfriend Simulator was built by Kk Luna 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 Girlfriend Simulator 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 Girlfriend Simulator

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 wholesome, all-ages 3D companion simulator titled “Girlfriend Simulator,” using a bright low-poly/casual Three.js-like visual style. Show a third-person over-the-shoulder camera following a small cyan capsule-shaped player avatar with a tiny dark face dot. The camera should smoothly follow the player, with drag on the game view rotating yaw and pitch; include a small circular crosshair at screen center on desktop. The player starts inside an open-front cozy pink-and-white house and can walk freely through the room and out into a fenced garden. Use WASD or arrow keys to move, Space to jump, and provide a mobile virtual joystick plus mobile Jump, Talk, Seek, and Cook buttons. Keep movement responsive with a short hop, gravity, and a broad walkable outdoor area.

Build the environment from simple geometric shapes plus optional Kenney-style furniture assets: a warm pale wood floor in an 11-by-9 cozy room, white/pale pink back and side walls, an open front entrance, a translucent pink roof slab, and a purple/pink doormat. Furnish the room with a bed in the rear-left, a small table and two chairs, a kitchen along the left side with stove, cabinets, and prep counter, and visible cooking props: a pan, wooden spoon, apples and bread on the counter. Outside, extend a pale tan path from the door into a green garden, surround the far garden area with simple fences, and scatter low-poly trees made from brown trunks and rounded green crowns plus small pink/yellow flowers. Use a sky-blue background with soft fog, warm bright directional lighting, shadows, and a colorful pastel palette: grass green, pale wood, white walls, pink roof/trim, purple furniture accents, cyan player.

Add Mika, the companion, as a procedural low-poly cat-girl assembled from primitives. She should be visibly cute and stylized: skin-colored spherical head and capsule body/dress, colored spherical hair cap with two side pigtails, triangular cat ears, bright colored eyes, a small curved smile, skin-colored arms and legs, a curled cat tail, and a small yellow star chest badge. Start her near the player. Mika should loosely follow and wander rather than remain locked to the player: if too far away she approaches with a slight offset, otherwise she wanders around the room; when the player goes outside, bias her wandering toward the garden. Animate her with gentle bobbing, arm/leg walking cycles, ear movement, and a swaying tail. She can face away while counting, and have simple pose states.

Implement the main interaction loop through a translucent rounded pastel HUD panel on the right (responsive and moved toward the bottom on narrow mobile screens). At the top-left show pill-shaped labels reading “Girlfriend Simulator,” a location/status label such as “Home: cozy room · Mika nearby” or “Garden: outside,” and desktop control hints “WASD/Arrows move · Space jump · C cook.” The panel is titled “Talk & dress up” and explains that the user can type anything and Mika answers with a sweet, safe pretend reply. Include a scrollable chat log, a text area with placeholder “Say something to Mika...,” and a pink Talk button. Pressing Talk or Enter adds the user’s sanitized text and Mika’s response to the log, clears the input, changes her mood to talking, and shows a brief toast. Mika must answer locally with safe predetermined pretend responses: recognize words about searching/google, hide, cooking/food/snack/cake, hair/outfit/dress, cat/meow, love/cute, and jump, with a generic response for other text (truncate long input). The initial chat log says: “Mika: Hi! I'm Mika the cat girl. Want to play hide and seek? 🐾”.

Include a blue Hide & Seek button and a purple Pose button. Hide & Seek starts only when not already active: Mika says she will count to five, enters a counting state for about five seconds, and the player is encouraged to run outside and hide. Then Mika enters a seeking state for up to about 22 seconds, moves toward the player with a slight wobbling offset, and ends when she gets within roughly 2.2 units (“Found you!”) or when the timer expires (“You win! You hid so well.”). Update the status pill with “Mika counting N” or “Mika seeking,” and show matching toast notifications. Pose cycles through three simple visual states: normal, arms raised outward, and arms lifted.

Include a cooking interaction centered on the kitchen. Add pink/blue/purple controls for “Cook together” and “Serve snack.” Pressing C or Cook while away from the kitchen should show a toast telling the player to go to the kitchen and a chat encouragement from Mika; pressing it near the kitchen starts or advances the cooking sequence. The sequence uses several presses/stages: prep (Mika says she brought apples and bread), mix (mixing batter), stir (Mika stirs at the stove), then ready. Hide the apples and bread as the process advances, animate the spoon and pan while active, and show several softly bobbing white steam puffs above the pan. When complete, display a pancake plate at the stove and increment a serving, with Mika saying the snack is ready. “Serve snack” consumes a serving, hides the pancakes, restores the ingredients, and displays a cake/treat on the table with a chat message that snack time has started. If no serving exists, explain that the player should cook first. Reflect cooking stages in the status pill, such as “Cooking: prep” and “Snack ready.”

Provide four HTML color inputs in the panel labeled Hair color, Outfit color, Ear + tail color, and Eye color. Changing them immediately recolors the corresponding procedural Mika materials. Add preset buttons labeled “Cute dress,” “Star outfit,” and “Garden fit,” using these exact preset palettes: Cute dress hair #ff8fc7, outfit #9f7dff, fur #ffd3e8, eyes #4cc8ff; Star outfit hair #ffe36e, outfit #7d8cff, fur #fff0c7, eyes #72f1a9; Garden fit hair #75d96d, outfit #ff9a7d, fur #d8fff1, eyes #a06bff. Style all HUD elements with white translucent surfaces, pink borders, rounded corners, pastel pill buttons, bold friendly rounded typography, soft shadows, and button press depth effects. Include click and jump sound effects if available, and brief dark rounded toast messages near the bottom center. Preserve the friendly, playful tone and do not add combat, failure, adult content, romance escalation, or features not described here.

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