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Arcade › Heart Term
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Delilah Yulfo built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Heart Term yet. Play it, then tell Delilah Yulfo what you would add next.
Heart Term was built by Delilah Yulfo 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 Heart Term 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 “Heart Term,” a bright pastel 2.5D dating-sim game played entirely with mouse or touch. Show a real-time Three.js-style 3D scene behind the interface: a softly lit, foggy pink-and-sky-blue world with animated low-poly female character models and simple props. The camera is a mostly fixed, front-facing perspective with a very slight idle sway. Use four distinct girls/models: Aoi in casual clothing, Mina in formal clothing, Rin in punk clothing, and Yumi in witch-like clothing. Place them and environmental props (desks, coffee tables, benches, fountain, trees) in four selectable locations: School Gate, Sunbeam Cafe, Sakura Park, and Rooftop Garden. The interface should be a large, polished mobile-friendly overlay with rounded white translucent cards, hot-pink headings, purple text, soft shadows, and playful bold rounded typography. At the top show the “Heart Term” title, a pill reading “Day 1 / 5,” and a “♪ Music” toggle. Show four affection meters for Aoi, Mina, Rin, and Yumi, each starting at 0/10 with an empty pink progress bar; update them after every response. Core loop: the player has five days. On each day, first show a map panel titled “Choose today’s place” explaining that the player selects a location, meets someone, and learns what makes her smile. Provide four colorful location buttons: School Gate (blue/purple; desks, books, after-class plans), Sunbeam Cafe (orange/pink; coffee tables, music posters, soft afternoon light), Sakura Park (green; benches, fountain spray, flowers, open skies), and Rooftop Garden (purple/pink; a quiet sunset spot). Also show a small journal for each girl that initially says “Likes: ???” and later records discovered topics. After choosing a location, show a selection panel titled “At [location], who will you talk to?” with three girl cards available at that place. Each card has a pastel gradient background, circular emoji/icon avatar, name, trait, and route progress such as “Route scene 1 / 4.” The girls and traits are: Aoi — “Cheerful athlete,” favorite place park; Mina — “Studious class rep,” favorite place school; Rin — “Bold music lover,” favorite place cafe; Yumi — “Dreamy occult fan,” favorite place rooftop. Location availability is: school has Mina, Aoi, Yumi; cafe has Rin, Aoi, Mina; park has Aoi, Yumi, Rin; rooftop has Yumi, Rin, Mina. Include a Back to map button. After selecting a girl, show a dialogue panel with her icon portrait, name, trait, and one short scene line followed by four large two-column response buttons. Use four route scenes per girl, advancing the selected girl’s route scene after every choice. Include these exact scene themes and choices: - Aoi: practice and company; relay and saying what you mean; sharing melon bread at the fountain; final practice and asking for an answer. Her topics are sports, snacks, honesty, with occasional books, courage, mystery, coffee, and planning choices. - Mina: making a festival plan; library notes and details; sharing shelter in rain; final planner confession. Her topics are books, planning, kindness, with occasional courage, sports, music, cats, coffee. - Rin: improving the cafe playlist; open mic night; sketching stars while the cafe closes; final encore. Her topics are music, courage, coffee, with occasional kindness, planning, books, stargazing, mystery. - Yumi: lucky familiar cloud omen; rooftop honesty and ghost stories; a black cat crossing the path; wishing under the first evening star. Her topics are mystery, cats, stargazing, with occasional books, sports, coffee, courage, planning. Make each response visibly color-coded: strong positive choices use green/gold styling, risky negative choices use red/pink styling, and neutral choices use blue/pink styling. Implement the actual affection rules: selecting a girl at her favorite location gives +1 bonus; a choice’s base value is generally +2 for a liked topic, +1 for a mildly positive topic, 0 neutral, or -1 for a bad topic; if the same positive topic has already been learned, subtract 1 from a positive base above 1; clamp each result to at least -1 and affection between 0 and 10. Record a previously unknown positive topic in that girl’s journal. After each answer show a temporary toast such as “+2 affection with Aoi!”, “-1 affection with Mina,” or “[name] is thinking...”, then advance to the next day and return to the map. Include click sounds on interactive controls and an optional simple looping synthesized background melody toggled by the Music button. After Day 5, stop the normal loop and show the final result panel with the highest-affection girl in the 3D scene. If the highest affection is at least 7/10, display “[name] says yes!”, explain that the player learned her favorite topics and reached the score, and evoke a confession under a shower of hearts. Otherwise display “No confession this term,” show the highest score, and tell the player to learn preferences faster and stack location bonuses next run. Provide a “Play again” button that resets day, affection, learned topics, and route scenes. The overall visual style should match the visible game: large white rounded translucent panels over a pastel pink background, hot-pink “Heart Term” branding, four compact affection cards in the top-right on desktop and a two-column arrangement on small screens, and a generous mobile scrollable dialogue/choice panel.