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Homebound Wardrobe

  • 3d
  • exploration
  • dress-up
  • mobile
  • third-person
  • casual
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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. Jobin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Homebound Wardrobe yet. Play it, then tell Jobin what you would add next.

Make your own game

Homebound Wardrobe was built by Jobin 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 Homebound Wardrobe 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 Homebound Wardrobe

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 mobile-friendly third-person 3D exploration and dress-up game titled “Homebound Wardrobe.” Render with a Three.js-like real-time 3D scene, soft shadows, a blue-gray sky/fog background, and a simple low-poly architectural style. The setting is a small open-front house interior and its immediate neighborhood: a warm brown floor slab, cream-colored back and side walls, partial front walls with a doorway opening, a large front window, a muted blue-gray rug, and an outdoor sidewalk and dark road beyond the house. Add several simple trees around the exterior, each made from a brown cylindrical trunk and a green low-poly spherical canopy, plus a few yellow road markings.

Place a large interactive walk-in wardrobe against the back-left area of the house. It should be a brown wooden unit with a tall back panel, top panel, shelves, a side clothing rack and horizontal rack bar, five small colored hanging items/hangers, and a tall reflective blue-gray mirror on the right side. The player character starts near the front/center of the room and is a replaceable humanoid avatar, ideally a casual animated male model if external assets are available. Keep a separate visible modular clothing layer attached to the character so the outfit can be changed independently. The clothing model consists of a colored shirt torso, an outer jacket/block layer, two trouser legs, and two shoes. Start equipped with the “Everyday” outfit: blue shirt, dark navy pants, black shoes, and a tan accent layer.

The core interaction is exploring the room, approaching the wardrobe, and opening a wardrobe selection panel to preview/equip one of three complete outfits: “Everyday,” “Smart Casual,” and “Weekend.” Smart Casual uses a light shirt, dark pants, brown shoes, and a brown accent; Weekend uses a purple shirt, brown pants, light shoes, and a green accent. Selecting an outfit immediately updates the character’s modular clothing and closes the wardrobe panel. The wardrobe can only be toggled when the player is within roughly 2.2 world units of it. There is no combat, inventory, scoring, timer, or enemy system; the main objective is to move around the home and change clothing.

Use a third-person orbiting camera positioned behind and above the character, looking at the character’s upper body. Let the player rotate the camera by dragging on the right half of the screen; clamp vertical camera angle so it remains a practical over-the-shoulder view. Use a virtual joystick on the lower-left for movement, with movement relative to camera yaw. Add keyboard fallback: WASD or arrow keys move, Shift toggles running, Space jumps, and E interacts. Movement speed is about 2.5 normally and 4.2 while running. Constrain the player to the interior house bounds (approximately x -5.7 to 5.7 and z -4.8 to 4.8). Support a simple jump with gravity, a vertical impulse, and grounded detection; use idle, walk, run, and jump animations when available, otherwise approximate them with the avatar’s movement.

Overlay a canvas-based touch HUD. At the upper-left, show a dark translucent rectangular title card reading “HOMEBOUND WARDROBE” and a smaller line “Outfit: [current outfit name].” At the lower-left, show a large outlined circular joystick with a smaller movable thumb indicator. At the lower-right, show dark outlined rectangular buttons labeled “RUN,” “JUMP,” and “INTERACT.” When close to the wardrobe, show the centered instruction “Tap INTERACT near the wardrobe.” When the wardrobe is open, pause player movement and display a dark translucent wardrobe panel across the upper-middle of the screen with the heading “WARDROBE,” the subtitle “Select, preview and equip a complete outfit,” three selectable buttons labeled “EVERYDAY,” “SMART CASUAL,” and “WEEKEND,” and a “CLOSE” button. Highlight the currently equipped outfit in green while the other buttons remain dark. Keep the presentation clean, sparse, and readable on a phone, using muted cream, brown, slate-blue, and dark charcoal colors with simple geometric low-poly assets and soft lighting.

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