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Lizzy’s Playdates

  • 3d
  • cute-horror
  • stealth
  • collectathon
  • top-down
  • browser
  • arcade
0
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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. Evangeline Sanders built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Lizzy’s Playdates yet. Play it, then tell Evangeline Sanders what you would add next.

Make your own game

Lizzy’s Playdates was built by Evangeline Sanders 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 Lizzy’s Playdates 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 Lizzy’s Playdates

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 stylized cute-horror 3D top-down stealth-collection game titled “Lizzy’s Playdates.” Use Three.js or an equivalent browser 3D engine with an orthographic camera looking almost straight down into a square room. The visual style is very dark, minimal, and neon-accented: near-black/navy floor and background, dark purple walls, soft pink/lavender lighting, colorful low-poly pillow-like square props scattered around, and a restrained horror atmosphere. Keep a clean HUD over the game.

Opening/title state: show Lizzy and the shadow figure idling in the room behind the UI. The top HUD reads “Lizzy’s Playdates” at left, “Press E to begin.” in a status panel, “Level 1 / 100,” and “Time: —.” Display a large translucent dark center panel with the text: “Lizzy’s Playdates / Lizzy has friends… but they’re always busy. / Still — you can try for a playdate. / Press E to start.” The bottom hint says “WASD/Arrows move • Shift sprint • T phone • E interact.” Pressing E moves to the phone hub.

Hub/phone loop: opening the hub automatically displays a dark phone overlay titled “Lizzy’s Phone” with the subtitle “Text a friend. They might be busy.” List exactly three friends: Mina, Jo, and Pip. Each has an availability dot and either “Available for a playdate” or “Busy… (again).” The footer maps 1 to Mina, 2 to Jo, 3 to Pip, and E to “Start if available.” Pressing 1, 2, or 3 sends a playdate text and randomly produces an available or busy response, with availability being uncommon early (about 18%) and gradually improving only to about 36% by level 100; only one friend can be available at once. Show a small scrolling conversation log containing Lizzy’s outgoing “Playdate?” and replies such as “Ok! Come over… quick.” or varied excuses including “Sorry!! Busy 😭”, “I can’t. Family stuff.”, “Not today…”, “I’m already asleep.”, and “Can we do another day?”. When a friend is available, pressing E closes the phone and begins the current level. T toggles the phone only outside active gameplay.

Player: Lizzy is a small cute stylized capsule-like 3D character. Build her from simple primitives: pale peach capsule body, lavender sweater cylinder, dark skirt/shorts, bright green rounded hair, two dark eyes, and several tiny freckles. She can optionally show a small pink hair clip. She moves with WASD or arrow keys; normalize diagonal movement. Base speed is about 4.6, and holding either Shift key gives a short sprint at about 7.2 speed. Sprint drains a stamina value from full to empty and it regenerates when not sprinting. Show “Snacks: collected/required • Stamina: percentage%” in the status area during play. Keep Lizzy inside the room boundaries and rotate her to face her movement direction.

Each playdate is a timed level in the same square room. At level 1 spawn 3 pink, glowing, low-poly collectible snack objects at random positions; by level 100 increase this to 9. The snacks should slowly rotate and bob up and down. Lizzy collects one when she comes within roughly 0.7 world units, accompanied by a light synth note. The exact win condition is collecting every snack before time expires. The timer starts at about 18 seconds on level 1 and decreases to about 10 seconds at level 100. On success show a centered overlay such as “Level N cleared. / The room feels a little… wrong now. / Press E to open the phone.” Then increment the level and return to the phone hub when E is pressed. After level 100, show “You made it to level 100.” and Lizzy’s unsettling line “...I’m not alone, am I?”

Enemy: add one tall, nearly black shadow stalker made from a dark capsule body, with two small glowing hot-pink eyes. It begins at a random room position and moves toward periodically selected targets. Early levels sometimes wander to random positions, while later levels chase Lizzy more consistently. Its speed ramps from about 2.4 to 6.0 across the 100 levels. If it comes within about 0.85 units of Lizzy, immediately lose. Also lose when the timer reaches zero. On loss, freeze gameplay and show a centered “Caught.” overlay with an escalating Lizzy line: early “Oh— hi…?”, midgame “Stop following me.”, late “I told you. Stop.”, plus “Press R to restart this level.” R resets the current level. When the stalker is within about 2.6 units, play a low bass warning note.

Escalating horror presentation: interpolate from brighter visibility at level 1 to darker, colder lighting by level 100. Increase fog by bringing its near distance from around 8 to 4 and far distance from around 32 to 14, reduce ambient/key/rim light intensities, darken the navy floor and purple walls, and make the orthographic framing tighter as levels rise. After roughly level 25 introduce intermittent light flicker; at high levels add a very subtle random camera shake. Keep the room otherwise simple: a 20-by-20 floor, four enclosing dark walls, and about seven scattered low-poly box pillows in pink, mint/green, and blue/lavender, each slightly rotated.

Camera and controls: use an orthographic top-down camera that smoothly follows Lizzy, keeping her near center. Support mouse-wheel zoom on desktop and pinch zoom on the game canvas on touch devices. For mobile, provide a translucent virtual thumbstick at lower left plus buttons labeled E, Phone, Sprint, and Dress at lower right. The thumbstick controls movement, Sprint is hold-to-sprint, E interacts/starts/continues, Phone toggles the phone, and Dress opens the wardrobe. Prevent gameplay scrolling.

Wardrobe: outside active gameplay, V or the mobile Dress button opens a 2D dark overlay titled “Dress Lizzy,” with a layered character preview. Provide outfit choices None, Lavender Sweater, and Spooky Hoodie, plus accessory choices None and Heart Clip. The preview consists of a base Lizzy image with outfit and accessory layers; include simple fallback vector art if image assets are unavailable. Persist the selected cosmetic choices through the session and also apply the outfit color/material and heart clip visibility to Lizzy’s simple 3D model. Include a Close button. The wardrobe is cosmetic only and cannot be opened during active play; opening it closes the phone.

Audio: initialize browser audio after the first click/key press using simple synth tones. Use bright short notes for text sent, playdate start, snack collection, and level completion; use a low bass note for a nearby stalker and darker sounds for being caught. Keep all visual/UI text in a clean rounded system sans-serif style with translucent black panels, thin purple/pink borders, pale lavender/white text, and pink accent colors. Do not add combat, weapons, NPCs physically appearing in the room, obstacles that block movement, or extra gameplay systems beyond this phone scheduling, timed snack collection, stalker avoidance, cosmetics, and 100-level escalation loop.

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