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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Giorgi Bolkvadze built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Cinema Quest yet. Play it, then tell Giorgi Bolkvadze what you would add next.
Cinema Quest was built by Giorgi Bolkvadze 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 Cinema Quest 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 first-person panoramic hidden-object investigation game titled “Loft Clues,” set in a dim, cinematic loft/bedroom shown through a 360-degree equirectangular panorama. Use the provided asset `assets/360_degree_equirectangular_pan.jpg` as the complete environment: render it inside a large inverted sphere around the camera, with a wide perspective view and no modeled 3D room geometry required. The visible room should feel warm, dusty, and lived-in, with aged walls, ceiling molding, a bed, a wooden table in the foreground, a drinking glass, a white carton/container, a window with daylight, a television/monitor on a low cabinet, a tall mirror or arched doorway, and other shadowed domestic details. Preserve the moody photographic look of the panorama rather than applying a stylized or cartoon treatment. The player is stationary at the panorama’s center and investigates by looking around. Support mouse/touch pointer dragging to rotate the view horizontally and vertically; horizontal movement changes yaw and vertical movement changes pitch, with pitch constrained so the player cannot flip over. Use a first-person reticle/crosshair fixed at the exact screen center. The player clicks/taps the scene, or presses Space, to inspect whatever clue is lined up beneath the reticle. A click after a drag should count as a camera gesture rather than an inspection. Also support R to restart after the case ends. At the beginning, show a full-screen dark translucent overlay with a centered rounded panel. It should say “LOFT CLUES,” explain that this is a quiet room containing three details that do not belong to an ordinary night, and instruct the player to scan the panorama, line up the reticle, and click hidden cinematic clues before time runs out. Include an “ENTER THE LOFT” button. Starting the case hides this overlay, resets the camera orientation, clears all clue state, sets the timer to 75 seconds, and sets the clue count to zero. The objective is to find any three clues before the countdown expires. Implement five possible invisible spherical/disc-like raycast hotspots positioned in the panorama, but require only three discoveries to win. The clue identities and on-screen feedback are: “The green witness” with hint “A quiet plant is watching the window.”; “The borrowed silhouette” with hint “Something dark is waiting by the door.”; “The white alibi” with hint “A small domestic detail sits near the kitchen.”; “The dangerous prop” with hint “Look for the object that changes the whole room.”; and “A final detail” with hint “Not every clue is a weapon.” Place these hotspots over the corresponding visual details in the panorama (plant/window area, dark object near the doorway, white domestic container near the kitchen/table area, dangerous-looking prop, and glass/detail), while keeping the hotspot visuals invisible during normal play. Once found, a hotspot may become subtly marked, but do not show large floating markers that would reveal every answer. Each valid new clue increases the found count by one and adds 5 seconds to the remaining time. A click on empty scenery costs 1 second and displays “Nothing there. The room keeps its secrets.” Clicking an already logged clue displays “Already logged. Keep searching.” Do not penalize merely dragging the view. The HUD must continuously show a top-left dark translucent rounded panel with gold-accented text “CASE 01 · THE LOFT” and “Find the cinematic clues,” plus a top-right panel reading “Clues 0/3” (updated as clues are found) and “Time 75s” (updated as the integer countdown changes). Keep a pale gold centered crosshair over the image. Along the bottom center, show a dark translucent rounded message panel with the instruction “Find 3 clues. Wrong clicks cost 4 seconds.” at the start; update it with clue labels/hints or miss feedback. Although the displayed instruction says wrong clicks cost 4 seconds, follow the actual countdown mechanic: an empty-scene click subtracts 1 second, while a successfully found clue adds 5 seconds. The timer runs in real time while the case is active. On reaching zero, stop interaction and show the overlay again with heading “TOO LATE,” text explaining how many clues were found and that the trail went cold, and a “RETRY THE CASE” button. On finding the third clue, end immediately and show “CASE CLOSED,” with the message that the player found the clues and reconstructed the scene, followed by the reflective line “Some rooms tell their stories without saying a word.” Change the button to “PLAY AGAIN.” Use elegant serif typography for the title, case labels, and messages, with a restrained gold/cream palette, nearly black translucent panels, rounded corners, subtle borders, and shadows. Use a responsive full-window layout; on touch devices show a small hint such as “Swipe to look · tap the scene.”