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Lucid

  • 3d
  • third-person
  • exploration
  • survival
  • collectathon
  • dreamlike
  • 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. uriel ribeiro built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Lucid yet. Play it, then tell uriel ribeiro what you would add next.

Make your own game

Lucid was built by uriel ribeiro 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 Lucid 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 Lucid

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 third-person 3D dream-exploration survival game titled “Lucid.” The player controls a small hooded adventurer in a pale, minimal celestial city floating in a light blue-white foggy void. Use a soft, ethereal art direction: nearly white geometry, cool lavender-blue emissive accents, warm ivory highlights on hazards, gentle shadows, bloom-like glows, and elegant translucent typography. The camera is a perspective third-person follow camera positioned behind and above the avatar, with orbit/look control by mouse drag or touch drag; keep the player visible at all times.

Build the level as a connected arrangement of floating circular white platforms at different locations across a large open void. Each platform is a thick white disc with a tapered/sloped underside, a cool luminous rim ring, and soft shadows. Use this approximate layout on the horizontal plane: central platform at (0,0), platforms at (16,2), (30,-6), (14,18), (-14,10), (-28,-4), (-12,-16), (2,-20), and (28,14), with radii approximately 7, 5, 6, 5, 5.5, 6, 4.5, 5, and 4.5 respectively. Connect the traversable platforms with narrow white bridges, especially links between the central platform and (16,2), (14,18), (-14,10), and (2,-20); between (16,2) and (30,-6) and (28,14); between (14,18) and (28,14); between (-14,10) and (-28,-4); and between (30,-6) and (28,14). Bridges should be thin rectangular walkways with two faint glowing blue-white rail lines along their edges. Add distant non-colliding floating cone/pinnacle shapes around the level and a field of small softly glowing white motes drifting upward.

The avatar starts on the central platform and is a hooded rogue/adventurer model recolored almost entirely white with a subtle cool lavender emissive tint. Movement is direct third-person movement with WASD or an on-screen joystick, and jumping uses Space or a touch/game button. The character can walk, run, jump, and fall according to platform collision; use gravity and make the platforms and bridges walkable. The avatar should turn to face its movement direction, with idle, walking, running, and jump/fall animation states if available. The controls should support a movement speed around 7 units/second, jump speed around 9, and gravity around -22.

The core goal is to keep the dream alive for as long as possible. Start with 100 lucidity, shown as a “DREAM” horizontal meter at the bottom center. Lucidity naturally drains at roughly 1.4 points per second. Place six luminous collectible orbs initially across random positions on the platforms, avoiding spawning directly beside the player. Orbs are small faceted white/light-blue glowing polyhedra with a soft blue halo; they float/bob and slowly rotate. When the player comes within about 1.5 units, collect the orb, increase the orb counter by one, restore 10 lucidity up to 100, play a soft bell-like pickup sound, and immediately replenish the field so there are generally at least five active orbs. The player must traverse platforms and bridges to find them.

Add “morning sparks” as the main hazards. Beginning after about 7 seconds, spawn glowing warm ivory/golden spherical sparks at a distance of roughly 26–40 units from the player. They slowly home toward the player, bob vertically, rotate, and glow with a warm yellow-orange core/halo. Increase the possible number of active sparks over time, up to five, and reduce the interval between spawns as the dream continues. On contact within about 1.5 units, remove the spark, count one wake hit, subtract 30 lucidity, briefly show a warm golden radial flash over the screen, and play a low slowed bell sound. Three spark hits wake the player and end the run. The run also ends if lucidity reaches zero. Do not add combat or attacks; the player only avoids hazards and gathers orbs.

Use a clean HUD over the 3D scene. In the top-left display “LUCID” in widely spaced uppercase serif lettering with muted blue-gray opacity. In the top-right show “DREAMED 0s” and “ORBS 0,” updating elapsed survival time in whole seconds and collected orb count. At the bottom center show the label “DREAM” above a rounded horizontal lucidity bar: cool lavender/blue while healthy, shifting to a warm pale orange gradient when below 30 percent. At bottom-left show the control hint: “Move WASD / Joystick”, “Look Drag / Mouse”, and “Jump Space / Button.”

Before starting, show a centered translucent overlay with the large spaced title “LUCID,” italic subtitle “stay within the dream,” and instructions: “Gather luminous orbs to sustain the dream. Avoid the morning sparks — three will wake you.” Include a rounded translucent white “Begin” button. The overlay fades away when Begin is pressed (also allow Space to start when appropriate). While idle on the title/end screen, keep a gentle camera movement around the player. On game over, show “YOU WOKE,” subtitle “the dream fades,” and text reporting the number of seconds dreamed and luminous orbs held, with a “Dream Again” button. Reset the timer, lucidity, orb count, wake-hit count, player position, and sparks when restarting. Use a pale #f4f6ff-like background, exponential cool fog, soft white hemisphere lighting, a warm directional light, anti-aliased rendering, and restrained shadows to preserve the serene dreamlike appearance.

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