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Arcade › Hallway Hearts
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Hallway Hearts was built by Susanna 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 Hallway Hearts 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 first-person 3D stealth/adventure game titled “Hallway Hearts,” set in a stylized school courtyard and classroom wing. Use a Three.js-like real-time 3D presentation with a 72-degree perspective camera, soft shadows, fog, and bright low-poly/cartoon materials. The world is a compact rectangular school campus: a large green ground plane, a cream school wall across the far end, peach-colored side wings on the left and right, a blue roof slab overhead, a dark teal chalkboard and yellow sign on the far wall, and a row of simple blue windows. Add a path/courtyard area with five evenly spaced low-poly trees (brown cylindrical trunks and green spherical crowns), a wooden bench near the left side, and a classroom-like arrangement of small wooden desks with blue chairs in rows. Include a teacher desk and chair as simple imported/furniture-style props near the back-left classroom area. The player is an invisible first-person character starting near the front of the courtyard at approximately the center, looking into the campus. Provide FPS movement with keyboard movement, mouse-look, jumping, gravity, and a move speed around 3.2; support an interaction action with E on keyboard, screen tap/click, and a large circular bottom-right “ACT” touch button. Show a small white circular crosshair at screen center. Interactions are performed by raycasting from the crosshair to objects within about four meters, and display a bottom-center contextual prompt such as “E / Tap: pick up note,” “E / Tap: check the locker,” or “E / Tap: ring the bell.” Populate the campus with animated low-poly student/teacher character models. Hana is a casual female character around the courtyard at (2, 0, -1.3), and is the person the player is following. Also include Teacher near the teacher desk, Mika, Ren, Daichi, Aoi, Osana Najimi, and Raiburu. Characters should idle with animation where available and gently wander around their starting points using small sinusoidal motions; Osana Najimi and Raiburu should be close together, with Raiburu presented as Osana’s observant friend. Looking at an NPC and interacting should show a short toast: generic nearby characters say “[name] is nearby. Stay calm and keep moving.” Raiburu says “Raiburu is with Osana. She notices everything.” Looking at Osana opens a dialogue box with the name “Osana Najimi” and these lines advanced one at a time by ACT/E: “You’re following Hana again, aren’t you?”, “I’m not saying I’m suspicious... but I’m watching.”, “Just focus on class and leave everyone alone, okay?”, and “...Fine. I’ll see you around.” Opening this conversation increases suspicion by 3; after the final line close the dialogue and show “Osana walks away.” Implement the exact three-step objective sequence. Start with suspicion 18, focus 82, reputation +3, stage 0, and the in-game clock at Tuesday, Class 2-B, 08:10. Place a small yellow secret note on a table/raised surface in the courtyard around (3, 1.03, 1.45). While stage 0, interacting with it changes to stage 1, reduces focus by 3, and shows “You found Hana’s note. Don’t let anyone see it.” The objective becomes “Read the note, then reach the west hallway.” Place a tall gray-blue locker at the right side around (5.8, 1.1, -2.6); while stage 1, interacting with it changes to stage 2, increases reputation by 2, and shows “A quiet shortcut opens toward the west hallway.” The objective becomes “Ring the bell and keep your cool.” Place a small yellow bell near the far-left wall around (-5.3, 1.55, -5.2); while stage 2, interacting with it changes to stage 3 and shows “Bell rung. Day complete — nicely hidden.” The objective becomes “Objective complete — stay unnoticed.” Interactions with an out-of-sequence object should not advance the objective and may show “Nothing useful here.” Create a fixed HUD overlay matching the dark navy school-planner style: full-screen dark blue background/scene contrast, translucent navy panels with blue-gray borders and rounded corners. Top-left panel: gold uppercase title “HALLWAY HEARTS,” a Time row with a large digital time beginning at 08:10, “Tuesday • Class 2-B,” and “Suspicion 18%” above a horizontal meter with a green fill over a dark track. Top-right panel: gold uppercase “TODAY’S PLAN,” text “Follow Hana without being noticed.” and the current stage objective, followed by “Focus: 82 • Reputation: +3.” Update the clock continuously at roughly 0.8 in-game minutes per real second, update suspicion/focus/reputation values and the suspicion bar live, and format time as HH:MM. Use gold/yellow for headings and important objectives, white for primary text, muted pale blue for secondary text, and green for the suspicion meter. Show temporary gold pill-shaped toast messages near the top center for interaction feedback. Show a dark dialogue panel with a gold border above the ACT button during Osana’s conversation. Keep the game atmospheric but uncluttered, with the 3D campus visible behind the HUD and no extra weapons, combat, inventory, lives, or unshown mechanics.