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La Maison du Seuil

  • 3d
  • first-person
  • exploration
  • narrative
  • mystery
  • low-poly
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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. Nadine havanueva built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about La Maison du Seuil yet. Play it, then tell Nadine havanueva what you would add next.

Make your own game

La Maison du Seuil was built by Nadine havanueva 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 La Maison du Seuil 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 La Maison du Seuil

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 self-contained 3D first-person exploration prototype titled “La Maison du Seuil · 2026,” set inside a compact, moody four-room house. Use a Three.js-like low-poly style with simple primitive geometry, muted earthy materials, soft shadows, atmospheric fog, and a dark blue-gray background/ambient tone. The player is an invisible first-person character whose camera begins in the left bedroom at approximately (-6.6, 1.1, 0.1), looking around with the mouse. Show a small pale crosshair at screen center.

Build the house as a rectangular floor about 18 by 10 units, with low-poly connected room partitions and deliberate door openings. Use beige plaster walls, a warm brown floor, and wooden door-frame cues. The left room is a bedroom: a dark red rug, wooden bed frame, blue-gray mattress, pale pillow, bedside table, small glowing lamp, and a tall wardrobe. The central room is a living room: a red rug, blue-gray sofa, wooden coffee table, large wooden fireplace at the north wall with a glowing fire, plus a kettle and a small glowing candle. The right room is a study/chaman’s room, visually screened by partitions: red rug, wooden desk and chair, shelf with four differently colored books, and a glowing purple light. Include an exterior shell with a north wall, side walls, and a south/front wall broken into sections around a central front door.

Place a stylized low-poly shaman NPC far from the starting bedroom in the right study, around (6.5, 0, -2.65). Make her a simple purple-robe cylinder body, skin-colored low-poly head, purple conical hat, wooden staff, and bright violet orb at the staff tip. Add warm orange lighting around the fireplace and violet lighting around the shaman, along with hemisphere and directional light, shadows, fog, and restrained cinematic exposure. Keep the visual language self-contained and primitive rather than using external character or environment assets.

Provide FPS controls: WASD to move, mouse to look, E to interact, and Escape to release the mouse. Movement should pause while dialogue is open. The interaction is proximity-based: when the player is within roughly 2.15 units of the shaman, show a centered bottom pill prompt reading “E · interagir.” Pressing E starts the shaman conversation. Display a bottom-center translucent dark dialogue panel labeled “La chamane,” with French text and the hint “Appuyez sur E pour continuer.” Advance each line with E through exactly these three lines: “Tu es enfin réveillé. Nous sommes en 2026, mais le monde est déjà au bord d'un basculement.” then “Une catastrophe approche. Je ne peux pas encore t'en révéler la nature — seulement te dire que ta route commence ici.” then “Prends cette carte. Elle te montrera le chemin quand le moment sera venu.” After the final E, close the dialogue, award a “Carte mystérieuse,” and update the inventory.

Create a fixed HUD in French: top-left rounded translucent panel with gold border/text “LA MAISON DU SEUIL · 2026”; top-right panel titled “Inventaire” initially showing “— vide —,” changing to “Carte mystérieuse” after the conversation; bottom-left controls panel listing “WASD · se déplacer,” “Souris · regarder,” “E · interagir,” and “Échap · libérer la souris.” Use dark translucent panels with subtle blur, thin warm-gold borders, cream text, and gold headings. The scene should communicate a quiet supernatural mystery, but do not add combat, enemies, extra quests, inventory items, or other mechanics beyond exploring the rooms, meeting the shaman, reading the three dialogue lines, and receiving the mysterious card.”

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