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Arcade › HIGH
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Willem Arrault built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about HIGH yet. Play it, then tell Willem Arrault what you would add next.
HIGH was built by Willem Arrault 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 HIGH 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.
Recreate "HIGH" as a short first-person psychological-horror narrative exploration game set entirely inside a small, dark studio apartment. Use a Three.js-style 3D first-person camera with mouse-look and WASD movement on desktop (also support mobile joystick/touch-look and a circular E interaction button). The player starts near the south doorway at eye height in a compact room approximately 6m wide by 5m deep and 2.8m high. Keep collision/gravity so the player walks on the floor and cannot pass through the apartment walls and furnishings. Show a tiny pale reticle at screen center and only show an interaction prompt when the player is looking directly at an interactable object within roughly 3 meters; prompt format is a bordered “E” key followed by a French action such as “regarder la photo”. Clicking/tapping can also interact, and E closes an open memory panel. Opening presentation: black full-screen overlay with a large widely letter-spaced serif title “HIGH” in warm off-white, the subtitle in French “Tu vis seul depuis deux ans. Ce soir, quelque chose dans le studio commence à changer.”, a small italic hint “Un casque est recommandé · Cliquez pour entrer”, and a thin outlined button labeled “ENTRER”. After entering, fade the overlay away, begin first-person exploration, and show the opening subtitle “Encore une nuit comme les autres...” followed by a subtle chapter label near the top: “Chapitre 1 — Le studio”. Use a restrained cinematic UI: Georgia/Times-style serif typography, subdued beige-gray text, heavy black vignette around the view, centered subtitles low on screen, and no score, inventory, health bar, or combat. Model the apartment visibly and specifically: muted gray-beige plaster walls, dark brown floor, pale ceiling, baseboards, a north wall window with dark glass and simple cross/frame bars, and a closed wooden south door. Include a partial bathroom divider on the west side with a toilet, shower, and dark mirror; a bed in the northeast, a sofa toward the southeast, a desk with chair along the north-west wall, a television cabinet on the east wall, a floor lamp by the sofa, a rectangular rug in the center, a large refrigerator and small kitchen counter along the south-west side. Add small desk details: a mug, red book, and framed photo. Add a wall clock and a dark TV screen. The apartment should feel realistic but slightly spare, with soft shadows, low-poly/clean furniture models, dark corners, subtle exponential fog, and warm low-intensity ceiling, desk, and floor-lamp lighting. Begin with warm brown/cream colors; as the story advances, continuously lerp the walls and floor toward charcoal/purple, ambient light toward cold blue, lights toward violet, and increase the fog. The room should progressively feel less safe without adding enemies. Make these nine objects interactable when aimed at, with exactly these actions and narrative behavior: 1) framed photo on the desk: action “regarder la photo”; this is the final ending object and initially opens a memory panel containing: “Cette photo... Marc et moi, il y a trois ans. On souriait. On ne savait pas encore.\n\nIl y a quelque chose qui n'a pas été dit. Quelque chose que je n'ai pas encore trouvé le courage de regarder en face.” 2) red book: “feuilleter le livre”; open a memory: “Le livre que tu m'avais prêté. \"Les Fleurs du Mal\". Je ne l'ai jamais rendu.\n\nJe ne pourrai jamais le rendre.” 3) bed: “toucher le lit”; open: “Je ne dors plus. Chaque nuit je refais le même rêve.\n\nLe téléphone qui sonne dans le noir. La voix de ta mère de l'autre côté. \"Il y a eu un accident.\"\n\nJe me réveille et le téléphone ne sonne jamais.” 4) TV: “allumer la télévision”; make its screen glow faint bluish-purple, play TV static, flicker the room lights, and display the centered subtitle “…tu m'entends?” 5) refrigerator: “ouvrir le réfrigérateur”; open: “Je ne mange plus beaucoup. Rien n'a le même goût depuis.\n\nIl y a des restes que je n'arrive pas à jeter. Le pot de tapenade que tu m'avais rapporté de ton dernier voyage. Il est périmé depuis deux ans.” 6) sofa: “s'asseoir”; open: “On s'asseyait ici. Tu me racontais tes projets. Tu en avais tellement.\n\nTu voulais ouvrir un restaurant. Écrire un livre. Apprendre le piano.\n\nJe disais toujours \"un jour\". Le un jour n'est jamais venu.” 7) bathroom mirror: “se regarder”; cause a longer flicker, a brief reddish pulse/vignette, a whisper sound, and open: “Je ne me reconnais plus.\n\nLes yeux sont les mêmes. Mais ce qu'il y a derrière... c'est quelqu'un que je ne connais plus.” 8) window: “regarder dehors”; open: “La ville continue de vivre là-bas. Les lumières, les voitures, les gens qui rentrent chez eux.\n\nComme si rien ne s'était passé. Comme si le monde n'avait pas perdu quelqu'un ce soir-là.” 9) photo is the only ending trigger, but only after progression is complete. Memory text appears in a centered, semi-transparent near-black rectangular panel with a thin dark border, italic pale text, a small uppercase tag “— souvenir —”, and “touche E pour fermer” at the bottom. Opening a memory pauses/blocks further interaction until closed. Use a faint interaction circle marked E on mobile. Objects are one-shot for progression except the photo: track unique interactions. After 3 unique interactions, enter phase 2 / “Chapitre 2 — La fissure”: increase dread to about 0.25, flicker, play a whisper and later show “…tu m'entends?”. After 5, enter “Chapitre 3 — La voix”: dread about 0.5, play a sting and TV-static/light event, show “Je suis toujours là, tu sais.”, stop the subtle clock chimes, and begin stronger unease. After 7, enter “Chapitre 4 — La culpabilité”: dread about 0.75, make the desk photo glow/pulse reddish, trigger repeated heartbeat sounds and timed voice subtitles: “Tu ne m'as pas oublié, n'est-ce pas?”, “Alors pourquoi tu ne m'appelles plus?”, “Je t'entends respirer, de l'autre côté du souvenir.”, then “Regarde la photo. S'il te plaît.” When the player looks at and activates the photo during phase 3 or later, start the ending: set the room almost dark (turn off ceiling and lamp lights, leave only a small warm orange point light near the photo), raise dread to maximum, and play a heartbeat every approximately 1.2 seconds for a short period. Fade up a full-screen overlay showing the supplied/generated framed photo image, with a dark background and subdued border. Over the photo, sequentially display low-center serif subtitles with speaker labels and pauses: Marc — “Tu te souviens de ce soir-là? La pluie. La route.”; Marc — “Tu m'as dit de conduire. \"Je suis trop fatigué\", tu as dit.”; Marc — “J'aurais dû te laisser les clés.”; Toi — “Je suis désolé. Je suis tellement désolé.”; “...” ; Marc — “Ce n'était pas ta faute. Je n'ai jamais voulu que tu portes ça.”; Marc — “Deux ans. Tu as porté ça pendant deux ans tout seul.”; Marc — “Lâche prise. S'il te plaît.”; “...” ; Marc — “Au revoir, mon ami.” Add faint whispered/filtered noise and low chimes/heartbeat rather than abrupt loud jump scares. Finish on a black ending card with the title HIGH, the French text “Une histoire de culpabilité et de lâcher-prise.\nLe deuil n'est pas une faute. Le silence non plus.” and an outlined “RECOMMENCER” button that reloads the experience. Audio should begin only after clicking ENTRER: loop a quiet melancholic music track, use low filtered brown-noise whispers, sparse high clock chimes approximately every two seconds during early phases, TV static on TV events, soft chimes for interactions, and heartbeat pairs in the final phase. Maintain the visual tone seen in the title screen: almost-black backgrounds, warm ivory serif lettering, wide letter spacing, deliberate fades, heavy vignette, and understated literary French horror rather than action gameplay.”,