Arcade › Homeroom Days
Click the game above and it runs right here in your browser. No download, no installer, no account needed. definitelynotmax (Maxwell) built it with Cinevva, so it works on a phone or a tablet too.
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Homeroom Days was built by definitelynotmax (Maxwell) 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 Homeroom Days 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 a playable browser-based 3D third-person school exploration game titled “Homeroom Days,” with the subtitle “Japanese high school simulator.” Use Three.js-style real-time 3D rendering, a soft low-poly/cartoon aesthetic, simple rounded character models, pastel materials, soft shadows, and a light blue sky/fog background. The player is a casual-school-uniform-style female character represented by a simple animated humanoid, viewed from behind and slightly above with a third-person camera that follows the player. Place the player near the south end of a large school interior/exterior floor plan and let the player walk around with standard third-person keyboard controls (WASD or equivalent), jump, and use E to interact when close to an objective or NPC. Keep the player constrained to the school grounds with basic floor/collision boundaries. Build the school as a broad central hallway running north-south, with crosswise north and south hall sections, classroom wings on both sides, walls, open classroom entrances, pale walls, a warm tan floor, a muted blue-green hallway strip, rows of blue-gray lockers along both sides of the central hall, classroom signs, boards, and windows. There are six classroom positions on each side, labeled on signs as “1-A MATH,” “1-B SCIENCE,” “1-C LITERATURE,” “1-D ART,” “1-E MUSIC,” and “1-F HISTORY” on the left and corresponding “2-A” through “2-F” on the right. Add a “MAIN HALL” sign at the north end. At the far east side, build a cafeteria with a separate beige floor, back wall, counter, “CAFETERIA” sign, several tan tables, and dark benches. Populate the school with animated NPCs: multiple male and female students distributed through the halls and several female-suited teacher characters near classrooms and the cafeteria. Students and teachers should slowly patrol short back-and-forth routes, remain within the school bounds, and be approachable. When E is pressed near an NPC, show a temporary dark dialogue panel near the bottom center. Teacher dialogue should cycle among lines such as “Remember to check the bell schedule,” “Your next class is coming up soon,” and “Keep the hallway clear and be kind.” Student dialogue should cycle among lines such as “Hey! The cafeteria serves curry rice today,” “Did you finish the homework?” and “Meet me by the lockers after class.” Display the NPC’s name in the dialogue panel. Implement nine glowing, rotating colored circular floor markers at the following objective locations: Math board at the left classroom area around north classroom 1, Science board, Literature board, Art board, Music board on the right, History board on the right, PE near the east side around z=8, Lunch in the cafeteria around its center, and Homeroom near the right-side History/classroom area. Show a task list in the lower-left HUD with exactly these entries: “Math · solve the board problem,” “Science · collect your lab sheet,” “Literature · discuss the novel,” “Art · sketch the school crest,” “Music · rehearse with the class,” “History · review the timeline,” “PE · check in at the gym,” “Cafeteria · meet your friends,” and “Homeroom · report to your teacher.” Initially all are incomplete with gray circular dots. When the player comes within interaction range (about 2.7 world units) of an incomplete objective and presses E, mark it completed with a green dot and strikethrough, reduce Energy by 8 (never below zero), increase Reputation by 10, and show a short green toast such as “Math completed! +10 reputation.” Completed objectives cannot be repeated. If no objective is nearby but an NPC is in range, E talks to that NPC instead. Include a school-day clock beginning at 07:50 (470 school minutes) that advances continuously in real time at roughly 0.9 in-game minutes per real second. Show “Day 1 · [HH:MM]” and the current schedule period in the upper-right HUD. Use this bell schedule and highlight the currently active row: 07:50 Arrival, 08:30 1st period, 09:30 2nd period, 10:30 3rd period, 11:30 4th period, 12:30 Lunch, 13:20 5th period, 14:20 6th period, and 15:20 Clubs. Before 07:50, show “Morning arrival.” The HUD should be made of translucent dark navy rounded panels with subtle borders and shadows. Put the game title and subtitle in the upper-left. Put the day/time, current period, Energy (starting at 100), and Reputation (starting at 0) in the upper-right. Put the bell schedule below/right of that. Put the “Today’s subjects” task panel in the lower-left. When near an unfinished task or NPC, show a centered pill-shaped prompt reading “Press E to talk or interact.” Use a temporary green completion toast near the top center and the temporary dialogue card near the bottom. The scene should be calm and uncluttered, with no combat, enemies, weapons, or lives; the main goal is to explore the school, follow the schedule, interact with people, and complete the subject, cafeteria, PE, and homeroom activities while managing the visible energy and reputation counters.