Arcade › Hana Academy Life
Click the game above and it runs right here in your browser. No download, no installer, no account needed. mariyam rafiq built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Hana Academy Life yet. Play it, then tell mariyam rafiq what you would add next.
Hana Academy Life was built by mariyam rafiq 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 Hana Academy Life 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 third-person 3D exploration/life-sim game titled “Hana Academy Life.” Use a bright, stylized low-poly school-and-city setting under a clear sky-blue background with soft fog, warm sunlight, ambient shadows, and simple colorful block-built architecture. The camera should follow the player from behind at a moderate distance, support mouse look, and keep the avatar centered while moving. The player character is Aiko Mori, a 17-year-old student in the Creative Writing club, represented by a Kenney-style low-poly humanoid female avatar. Give her a rose-gold accent, star-clip styling, a faint signature glow ring, and a floating nameplate reading “AIKO · CREATIVE WRITING.” Include idle, walk, run/sprint, and jump movement. Controls: WASD to move, Shift to sprint, Space to jump, mouse to look around, E to interact, and Escape or a top-right Menu button to open/close the interface. When the menu is open, pause movement/world interaction. Build an explorable academy courtyard and surrounding town on a broad green ground plane. Include an academy plaza and large HANA ACADEMY building near the center/north, with a classroom-wing notebook-search area; a gym and sports field to the east; a library to the southwest; Mizuki Park and a pond to the west/northwest; a playground; Moonbean Cafe to the southeast/east; and Maple Mart farther east. Add visible building labels such as “HANA ACADEMY,” “GYM,” “LIBRARY,” “MOONBEAN CAFE,” and “MAPLE MART.” Use simple rectangular buildings and colorful surfaces: academy peach walls with a rose roof, pale gym, lavender library, peach café, mint shop, tan plaza, green park/field, blue pond, and orange playground. Core story mission: “The Missing Notebook.” At the start, the HUD says “Talk to Mei in the courtyard.” Place Mei Tanaka, a female class representative, near the academy courtyard. Press E near her to open a dialogue panel. Her initial dialogue says that her notebook vanished after homeroom and asks Aiko to search; she says she last used it beside the classroom wing. After talking to Mei, update the quest to “Search the school for Mei’s notebook near the classroom wing” and spawn a small pink notebook with a yellow band near the classroom wing. Show an E interaction prompt when close. Press E to pick it up, hide the notebook, update the quest to “Return the notebook to Mei in the courtyard,” and show a short Aiko dialogue confirming it was found. Return to Mei and press E to complete the mission; dialogue thanks Aiko and changes the quest to “Quest complete! Free exploration unlocked — visit the city and collect charms.” Dialogue advances one line at a time with E. Add seven named NPCs with low-poly character models and short patrol routes, all interactable when approached: Mei Tanaka (class rep) at the academy; Ren Kaito (track captain) around the athletics field; Yuna Sato (art club) near the park; Sora Fujii (shopkeeper) at Maple Mart; Kaito Mori (café barista) at Moonbean Cafe; Hana Kirishima (library helper) at the library; and Tomo Arai (junior student) near the playground. Display “E · Talk to [name]” when near an NPC. NPCs should idle when appropriate and walk slowly along small looping routes when not in dialogue. Their visible conversation lines should match their roles: Ren mentions sprint practice, Yuna collecting colors for a mural, Sora says the city square is east, Kaito mentions a peach soda recipe, Hana mentions the library rooftop view, and Tomo calls the playground a shortcut. Place exactly three collectible sky-blue glowing octahedral charms at approximately: near the academy/park side, on or near the sports field, and near the east/southeast town area. They rotate and bob gently. When Aiko is close, E collects one, hides it, increments the HUD “Charms 0 / 3,” and updates the collection UI. After the notebook quest is complete, Yuna can explain that three charms unlock a rare wardrobe piece. Completing all three can show a confirmation dialogue and unlock the associated wardrobe content. Implement progression and persistence. Track quest stage, charm count, explored distance, visited districts, dialogue count, current level, XP, profile level, completed levels, achievements, selected character, outfit, and wardrobe state in local storage. The player automatically completes objectives through exploration and interaction. Use a 120-level progression map with 10 chapters of 12 levels, cycling through objective types such as exploring, story completion, landmarks, talking to students, visiting locations, shops, café delivery, crossing the sports field, and collecting charms. Award XP, advance the current level, show a “LEVEL COMPLETE” toast with reward text, and unlock profile levels every 250 XP. Include simple achievements for the first completed level, ten completed levels, and broad city exploration. HUD layout: place “Hana Academy Life” at top-left in bold white text with shadow. Beneath it, show a dark translucent rounded mission panel with yellow uppercase eyebrow “MISSION · THE MISSING NOTEBOOK,” current objective text, a smaller side-objective line “Side objective: collect 3 sky-blue school charms,” current level/name, XP/profile text, and a pink-to-yellow XP progress bar. Put a dark rounded “Charms 0 / 3” counter at top-right below the menu button. Show a centered bottom interaction hint such as “E · Talk to Mei Tanaka” or “E · Pick up Mei’s notebook,” and show a larger dark dialogue box with gold border at the bottom center during conversations, including speaker name, dialogue text, and “Press E to continue.” At bottom-right display “WASD move · Shift run · Space jump · Mouse look · E interact.” Add a top-right “Menu · Esc” button opening a dark translucent rounded “Hana Style Studio” panel. Use tabs: CHARACTERS, WARDROBE, OUTFITS, ACCESSORIES, LEVEL MAP, COLLECTION, PROFILE. Characters tab: show Aiko plus two unlockable playable characters, Mio Kisaragi (unlocks after the notebook quest begins/completes as defined by progression) and Haru Asano (unlocks after collecting charms), with preview descriptions, portrait cards, and left/right rotate buttons. Load/swap the visible low-poly avatar while retaining the third-person controls. Wardrobe tab: allow mix-and-match tops, bottoms, shoes, bags, and hair accessories, with starter items and locked items unlocking through quests or charms. Starter selections are academy blazer, pleated skirt, academy loafers, rose satchel, and star clip; additional options include mint cardigan, sky sports jacket, autumn knit, weekend shorts, track pants, white sneakers, coral trainers, mint backpack, camera pouch, mint ribbon, and sunny cap. Apply the selected colors as simple geometric clothing pieces attached to the avatar. Outfits tab: include School Outfit plus unlockable Casual, Sports, Weekend, and Special slots, and a save-current-look button. Accessories tab: provide selectable signature, soft glow, ribbon trail, and profile frame choices, visually emphasizing a glow ring/ribbon preview. Level Map tab: show chapter buttons, current chapter summary, objective, and a grid of level buttons with completed/current/locked visual states. Collection tab: show notebook quest status, charm progress, city exploration status, and achievement count. Profile tab: show Name Aiko Mori, Age 17, Club Creative Writing, Signature Rose-gold star clip, and current style. Keep the presentation cheerful, cozy, and polished: pastel environmental colors, navy translucent glassmorphism HUD panels, yellow highlights, pink selection states, rounded controls, soft shadows, and readable white typography. Do not add combat, enemies, weapons, currency, or real-money mechanics; this is a peaceful academy/social exploration game focused on walking, dialogue, collecting, customization, and progression.