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Heartline Clinic

  • narrative
  • choice-based
  • interactive-fiction
  • therapy-sim
  • card-collection
  • responsive-web
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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. Sakunthala Narasimhan built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Heartline Clinic was built by Sakunthala Narasimhan 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 Heartline Clinic 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 Heartline Clinic

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 responsive browser-based narrative therapy/choice game titled “Heartline: Aegis Clinic,” with an original text-only superhero-inspired clinic setting and no official character artwork or assets. Use a dark navy, blue-gradient interface with cyan, violet, gold, and pink accents, rounded cards, subtle borders/shadows, and a calm clinical sci-fi feel. The layout should have a top header, a patient queue sidebar on desktop, a main patient/session panel, and a horizontally scrollable queue below/on a compact second row on mobile.

Header: show the brand “HEARTLINE AEGIS CLINIC,” with HEARTLINE emphasized so LINE is cyan. On the right, show pill counters for Resonance, Pulls, and Session. Start at Resonance 0, Pulls 1, Session 1.

At the start, create a randomized patient queue from these 11 text-only patient records, each with name, title, bio, and a hidden emotional theme: Tony / The futurist / “He turns every feeling into a problem he can engineer around.” / control; Steve / The symbol / “He can carry a country — but not always his own grief.” / duty; Nat / The red ledger / “She reads every exit before she lets herself sit down.” / guilt; Clint / The steady hand / “He jokes about the quiet moments because silence remembers.” / family; Bruce / The fracture / “He has spent years treating anger like a second person.” / shame; Bucky / The survivor / “Some memories arrive with a metal echo.” / identity; Thor / The storm / “He laughs loudly enough to keep the empty throne away.” / loss; Yelena / The bright knife / “She makes jokes sharp enough to cut through a locked door.” / belonging; Peter Quill / The space cowboy / “He keeps the playlist loud when the past starts singing.” / abandonment; Peter Parker / The neighborhood hero / “He thinks responsibility means never asking for help.” / responsibility; Bob / The unknown variable / “His file is almost blank. His heartbeat is not.” / fear. Shuffle this queue randomly at initialization and at the beginning of every new session. The first shuffled patient is assigned automatically; the player cannot select a different patient. Clicking another queue card should only display a notice explaining that the roster is randomized and Emily cannot choose who comes through the door. Show each queue entry’s name, title, and a small lock/star indicator; unlocked/completed patients get a gold star while others show an unfilled symbol.

Main panel: label the intake as “PATIENT INTAKE / RANDOMIZED,” show the current patient’s name in a large heading and their title/bio beneath it. Include a circular decorative heart monitor/orb at the right with a heart symbol that changes based on the wall state: an open/empty heart at low wall, an outlined heart below half, and a neutral circle symbol while the wall is high. Display two meters: “Wall around the heart” starting at 100%, with a cyan-to-violet fill, and “Emily’s hidden wounds” starting at 0 / 6, with a pink/red fill. The patient wall is the resource being reduced by choices; Emily’s wounds are a visible cost.

Dialogue flow: initially show Emily saying, “The assignment system picked your first patient. You cannot choose who needs you most — only how honestly you meet them.” The primary button says “Begin session.” Each patient gets 25 generated questions. For the first three questions, use the emotional-theme-specific prompts below:
- control: “When did being in control start feeling safer than being known?”, “What would happen if you let someone else hold the plan?”, “Which part of you thinks mistakes are dangerous?”
- duty: “Who taught you that rest had to be earned?”, “What promise are you still keeping for someone who is gone?”, “What do you owe yourself when no one is watching?”
- guilt: “Whose voice do you hear when you forgive yourself?”, “What would you say to the person you were then?”, “Is punishment the same thing as repair?”
- family: “What does home feel like when nobody needs you?”, “Who gets to see you tired?”, “What would you protect if you stopped pretending it was fine?”
- shame: “What do you fear people will see beneath the anger?”, “Can a part of you be dangerous and still deserve care?”, “What does gentleness with yourself look like for one minute?”
- identity: “Which memories belong to you now?”, “What name feels like yours when the room is quiet?”, “What choice would prove you are more than what was done to you?”
- loss: “What remains after the applause fades?”, “Who are you when you cannot perform being okay?”, “Can grief be a room you visit instead of a home?”
- belonging: “When did you learn to leave before being left?”, “What invitation would you accept if you trusted it?”, “What part of you is waiting for permission to stay?”
- abandonment: “What song do you skip because it knows too much?”, “What did you need to hear back then?”, “Can someone stay without you entertaining them?”
- responsibility: “Who helps the hero when the mask comes off?”, “What would happen if you asked before the crisis?”, “Is saving everyone the same as loving them?”
- fear: “What does your fear think it is protecting?”, “What would safety feel like in your body?”, “What truth is waiting behind the locked door?”
For questions 4 through 25, repeat the relevant base question with one of these parenthetical framing suffixes: “the first time,” “the part you hide,” “the person you miss,” “the future you fear,” or “the truth you rehearse.”

Every question has three choice buttons, cycling through these option sets: (1) “Name the feeling without fixing it.” / “Offer a story from your own life.” / “Give them silence and stay present.”; (2) “Ask what they needed then.” / “Ask what they need now.” / “Ask what they are afraid you will do.”; (3) “Set a gentle boundary.” / “Tell the truth plainly.” / “Let them choose the pace.” Each button includes a short sub-hint, respectively based on its position: “A direct route through the wall.”, “A risky but honest doorway.”, or “A slower path that still counts.”

When a choice is made, reduce the patient’s wall by 4, 6, or 8 depending on the question/option index pattern, increase Emily’s wounds by 1, or occasionally 2, and increase Resonance by the same wall-reduction amount. Clamp wall at 0 and wounds at 6. Replace the choices with a reaction screen labeled “Reaction,” using one of these lines: “The room gets warmer.”, “A memory flickers behind their eyes.”, “Their defenses shift — not gone, but movable.”, “They look at Emily’s hands and notice the tremor.”, or “For a second, the patient stops performing.” Then show: “Emily hides the mark beneath her sleeve.” If Emily is smiling, append “She smiles anyway.” Otherwise append “She lets the patient see that honesty has a cost.” Show a Continue button, changing to “Close session” on question 25.

Include three toolbar controls: a primary session progression button, a gold “Gacha pull” button, and a toggle initially labeled “Emily: keep smiling.” Clicking the toggle switches between smiling and “Emily: let the truth show,” updates the notice to explain that Emily either tucks the pain away and gives a reassuring smile or stops hiding the tremor so the patient sees the real cost of empathy, and affects the reaction copy as above.

At the end of all 25 questions, mark the patient unlocked and add one Pull. Display the completion dialogue: “Session complete” and “{patient} pauses at the door. ‘You know you can sit with us too, right?’” If wall reached 0, also show a positive notice that the patient’s wall breaks, they call Emily family, and a gacha pull has been added; otherwise say the patient leaves with one more door unlocked and the next session may reach deeper. The progression button becomes “Next randomized patient.” Clicking it increments Session, shuffles the roster, assigns the new first patient, resets wall to 100 and wounds to 0, creates that patient’s 25 questions, and shows a notice: “A new file slides under the door. Patient assignment randomized.”

Gacha system: begin with one available pull. If the player has no pulls, show a pink/error notice: “No pulls banked yet — finish a session to earn one.” Otherwise decrement Pulls and randomly reveal one card in a centered modal overlay. Use weighted rarities: Common at most outcomes, Rare next, Epic less often, Legendary only on a roll above 0.96. Card options are: COMMON “Tea after the session” with ☕ and “A small ritual that gives the nervous system a landing place.”; RARE “The spare key” with 🗝️ and “A promise that the clinic door stays open.”; EPIC “The family table” with ✦ and “A future memory: no one has to earn their chair.”; LEGENDARY “The unmasked smile” with ♥ and “Emily remembers that being cared for is part of the job too.” Add Resonance by 0/3/6/9 based on rarity. The modal should be dimmed full-screen, with a blue gradient card, rarity label, large icon, title, description, and “Add to case file” close button.

Use concise notices with green left accents for good messages and pink left accents for bad messages. Add the sidebar notice: “Emily’s empathic wounds are hidden under her coat. She can help — but every honest answer leaves a mark.” Add a footer stating: “Fan-made prototype using an original interface and text-only character references — no official Marvel assets.” Make the game fit the viewport without page scrolling on desktop, use a two-column desktop grid around 270px sidebar plus flexible clinic area, and switch to a single-column mobile layout with the queue below the clinic as a short horizontal scroller. Persist all game state in memory and expose no extra gameplay systems beyond the randomized queue, dialogue choices, meters, session progression, smiling toggle, and gacha modal.

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