Arcade › Interrupt & Flow
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Harsh Vishwakarma built it with Cinevva, so it works on a phone or a tablet too.
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Interrupt & Flow was built by Harsh Vishwakarma 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 Interrupt & Flow 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 a playable first-person 3D exploration and electrical-repair puzzle called “INTERRUPT & FLOW,” subtitled “UNDERSTANDING ELECTRICITY THROUGH INTERACTION.” Use Three.js or an equivalent browser 3D engine. The camera is an FPS view at approximately eye height, with mouse-look and keyboard movement, no jumping, and an interaction prompt when within about 2.2 world units of an interactive object. Press E to interact; pressing R after failure restarts the mission. Visual style: a very dark futuristic electrical research facility, nearly black navy background with fog, glossy metallic blue-black walls and floors, cyan emissive lights and cables, occasional red emergency lighting, glowing white/cyan collectible objects, and a restrained neon cyberpunk/industrial aesthetic. Add a subtle scanline/vignette overlay. The player carries a small flashlight visible at the bottom-right of the view, with a pale cyan cone beam and a battery meter. Use atmospheric point, spot, directional, and emergency red lighting. The facility is built from connected rectangular rooms and corridors inside a roughly 70-by-70 bounded complex: central electrical hall, control room to the east, research lab to the north, generator room west, transformer chamber northwest, maintenance tunnels southwest, server room northeast, battery room southeast, testing chamber south, and a main terminal room farther east. Include floors, walls with door gaps, ceiling light strips, a central control panel, generator, battery recharge station, resistor housing/dial, switch module with lever, voltage/current/resistance meters, terminal, holographic physics display, and glowing blue cable routes connecting generator, panel, switch, terminal, and return path. Doors begin closed and visibly open as objectives are completed. Start with an approximately ten-second cinematic intro in the dark facility: electrical hum, title “INTERRUPT & FLOW,” “FUTURISTIC ELECTRICAL RESEARCH FACILITY,” “POWER FAILURE DETECTED / SYSTEM RESTORATION REQUIRED,” and “TIME LIMIT: 05:00 / THE INTERRUPTER IS ACTIVE.” Then begin a five-minute mission with the objective “Objective 1/3: Find the connector and fuse, then close the circuit.” The facility initially has power failure: HUD power is OFF, current is 0 A, the connected-looking cables and ceiling strips are dim/red, and the player must explore for components. Core progression: 1. Place eight glowing octahedral collectible items around the facility: Circuit Connector in the central hall near the panel, Fuse in the research area, Resistor Module in the research area near the resistor housing, Voltage Sensor in the main-terminal approach, Current Sensor in the server room, Battery Cell in the battery room, Relay in the generator room, and Cable Segment in the maintenance area. Each can be picked up with E, disappears, increments an electrical inventory, and displays an “ACQUIRED” message with its purpose. The inventory HUD lists only acquired items. 2. At the switch module in the central/east area, require the Circuit Connector and Fuse. Interaction label: “INSTALL CONNECTOR + FUSE.” If missing, show “COMPONENTS REQUIRED / Find the circuit connector and fuse.” If present, consume both, close the circuit, set current to voltage/resistance, turn the lever, change the cables to brighter cyan, unlock the control corridor, and advance to Objective 2: “Install the resistor module and set R = 4 Ω.” 3. At the resistor housing in the research lab, require the Resistor Module. Interaction label: “INSTALL RESISTOR MODULE.” Installing cycles resistance values (12 Ω to 6 Ω to 4 Ω, with messaging for the change); only when resistance reaches 4 Ω does it advance, set current to 0 until voltage is restored, unlock generator access, and show “RESISTANCE CALIBRATED / R = 4 Ω • I = 0 A until voltage is restored.” The HUD should continuously show voltage, current, resistance, calculated power output, and whether the circuit is OPEN or CLOSED. Include an “INSPECT OHM’S LAW” interaction at the holographic display, showing “V = I × R” and explanatory text that current increases with voltage and decreases with resistance. 4. At the main terminal, require both Voltage Sensor and Battery Cell. Interaction label: “USE VOLTAGE SENSOR.” If missing, show “SENSORS REQUIRED / Bring the voltage sensor and battery cell.” If present, consume both, restore voltage to 12 V, calculate current as voltage/resistance, set power on, unlock the terminal door, turn all cables and ceiling strips bright cyan, clear red alert, and complete the mission with “SYSTEM RESTORED / Voltage restored. Current restored. Circuit completed.” Add nearby terminals in the control, research, server, and generator areas. Pressing E displays a message with the terminal name, current game state, power status, and zone. Show a zone label at the top center, changing among CENTRAL HALL, RESEARCH, TESTING, GENERATOR, TRANSFORMER, MAINTENANCE, CONTROL, SERVER CONTROL, BATTERY, and MAIN TERMINAL according to player position. HUD layout: top-left brand “INTERRUPT & FLOW,” below it a bordered stats panel showing STATE, POWER, VOLTAGE, CURRENT, RESISTANCE, POWER OUTPUT, and CIRCUIT; top-right a five-minute countdown timer labeled TIME REMAINING and an objective panel; below that an ELECTRICAL INVENTORY panel; bottom-left TORCH BATTERY with a horizontal percentage bar; bottom-center interaction prompt with boxed “E” and the action label; centered temporary large glowing messages; and an initially hidden Ohm’s Law panel. The torch battery drains faster while power is interrupted and slowly while restored; standing near the battery recharge station recharges it. Include the enemy-like hazard “THE INTERRUPTER”: a tall, nearly black humanoid silhouette with a small head, two cyan glowing eyes, and a cyan ring aura. It is not a combat enemy and has no weapons. It periodically appears at fixed facility locations, watches/patrols more frequently as the timer runs down, and disappears/retreats when the player looks directly at it from within roughly 20 units. Use occasional cyan electrical arcs around the generator, transformer, terminal, and broken panel. As the timer reaches 60 seconds, switch to RED_ALERT, pulse the timer red, increase emergency red lighting, and show a critical system failure message. At 30 seconds, intensify the red emergency lighting. At zero, fail the mission, set current to zero, show “MISSION FAILURE / Press R to restart the mission,” and allow R to reload/reset. On successful completion, show the mission-complete centered overlay after a short delay: “MISSION COMPLETE,” “ALL SYSTEMS OPERATIONAL,” and “INTERRUPTION UNDERSTOOD. FLOW RESTORED.” Include the visible educational checklist: VARIABLES & DATA, CONDITIONS & LOOPS, FUNCTIONS & EVENTS, TIMERS & COLLISION DETECTION, INVENTORY & UI PROGRAMMING, AI STATE MACHINE, and DEBUGGING & OPTIMIZATION. Use collision volumes for walls, doors, floors, and room boundaries, checkpointing the player after major progression, and respawn at the latest checkpoint if necessary. Ensure the game remains an actual interactive playable mission rather than a slideshow.