Arcade › Hearth & Linen
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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 browser-based narrative room game titled “Hearth & Linen,” set in Bruges in 1460. Use a fixed, slightly elevated perspective 3D camera looking diagonally across a small medieval townhouse interior; the camera should show the floor, a limewashed back and left wall, dark timber framing on the back wall, a hearth at rear-left, and furnishings. Render the scene in a warm, subdued, low-poly/stylized Three.js-like look with dark brown wood, muted tan plaster, candle/fire orange light, soft shadows, and a dark plum-brown background/fog. The room consists of an oak-colored floor, pale limewashed walls, a grid of dark timber beams on the rear wall, a brick/stone hearth with a wooden mantel and firebox, and a small flickering fire made from several glowing orange flame shapes. Include a wooden bathtub toward the back/right, an oak table, and a rounded fireside chair. Place a simple low-poly spouse character seated/near the fireside and a simple player character farther right in the room, both with idle animation if available. Add a candle on a metal candlestick near the right/front side with a pale linen-colored candle and glowing flame, plus a few herb bundles on the back wall. Use warm fire and candle point lights with a cooler moon-like fill light; the firelight should subtly flicker. The game is a click-driven, single-screen relationship/care vignette, not free movement. Overlay a fixed HUD above the 3D scene. At the top-left show “HEARTH & LINEN” in large cream serif lettering and “BRUGES · 1460” in smaller muted gold text. At the top-right show two dark translucent bordered meter panels labeled “Relationship” and “House warmth,” each with a dark horizontal track and orange/gold fill. Start Relationship at 28% and House warmth at 44%. At the bottom, show a wide dark translucent narrative card with a thin warm-brown border. The opening card has the speaker label “MARGARET · WINTER EVENING” in uppercase spaced gold lettering, followed by exactly this narrative: “The market dust is finally gone from your spouse’s shoulders. Snow hushes the shutters. By the hearth, the bathwater gives one last curl of steam.” Then show the prompt “How do you begin the quiet ritual?” and four clickable choices arranged in a two-column grid on desktop: “Come sit close. I have warmed the towel.”, “The road must have been long today.”, “I saved the good lavender for your hair.”, and “No need to speak yet. Rest.” Use warm brown buttons with cream text and thin gold borders; hovering can lighten them. When any opening choice is clicked, increase Relationship respectively by 8, 5, 7, or 6 points, cap it at 100, and replace the card with a care phase. The care phase says: “Your spouse lowers themself onto the fireside chair, tired but smiling. What will you do next?” and offers three clickable care buttons: “Bring the warm towel,” “Pour a little fresh water,” and “Comb and smooth their hair.” Also display “Each gentle act warms the house.” Each care button can be used once; disable it after clicking and prefix its text with “Done · ”. Every completed care act raises House warmth by 12 and Relationship by 5, both capped at 100. Once all three different care acts are complete, after a short delay show a completion card with the heading “DAY 1 COMPLETE,” the text “The fire settles. The towel is folded. Outside, Bruges keeps its winter silence — but this house is warm.”, and a centered status line showing the final numeric values as “Relationship [value] · House warmth [value]”. Include a button labeled “Begin the next morning.” Clicking “Begin the next morning” starts the same dialogue sequence again: increment the day counter, reset the care count and choice state, preserve the current relationship and warmth values, and add 4 warmth (capped at 100). The dialogue choices and care sequence repeat. Keep the UI responsive: on narrow screens stack the four opening choices into one column, reduce title and dialogue sizes, and keep the two meters compact. Apply subtle fade/slide transitions when narrative content changes. Expose or maintain game state equivalent to day, stage (dialogue/care/complete), relationship, warmth, and careDone, but do not add gameplay systems, enemies, inventory, combat, exploration, or extra scenes beyond this quiet ritual interaction.