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Arcade › Lucky 7 Story
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Levi Riggins built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Lucky 7 Story yet. Play it, then tell Levi Riggins what you would add next.
Lucky 7 Story was built by Levi Riggins 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 Lucky 7 Story 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 “Lucky 7 Story” as a cinematic, scene-by-scene 3D horror story viewer rather than a free-roam action game. Use a full-screen Three.js-style WebGL presentation with a dark navy/black background, soft fog, dramatic directional and hemisphere lighting, shadows, rain in outdoor scenes, and a fixed third-person/wide establishing camera that slowly eases toward each scene’s target. The visuals should be stylized low-poly/asset-pack 3D: suburban house, road and curb, cemetery graves and cross gravestones, library shelves, a ruined funhouse/house, a storm drain with gutter water and a small paper boat, a pale hand emerging from the drain, a bandaged mummy, a green sickly leper-like monster with red sores, and a large animated wolf-like werebeast. Load casual human character models when available, otherwise use simple humanoid fallback shapes; put floating dark rectangular name labels above characters. The title/menu screen must be a centered translucent dark glass panel over the dim 3D scene. Show the large title “Lucky 7 Story”, subtitle “A cinematic, scene-by-scene horror story game. It opens at the storm drain, moves through the funeral, the mummy chase, the leper-house scare, the Nailbolt werebeast attack, then jumps to the adults returning years later.” Include the copyright/originality disclaimer explaining that the cast and text are original rather than using exact copyrighted character names or scenes. Provide two buttons: “Start Chapter 1” and “Jump to Chapter 2”. Explain that this is story mode, with scene buttons and Auto Play, not free roam. Implement seven selectable story beats, each with a title, summary, longer story text, duration, dedicated 3D setup, atmospheric color/fog/light settings, and small animations. Chapter 1 has five beats: 1) “The Storm Drain”: rainy dark suburban street, road, curb, white suburban house, paper boat traveling down the gutter toward a storm drain, rain particles, young Jory near the curb and Bram by the porch, with a pale hand gradually rising from the drain after several seconds. Text describes Jory chasing the boat and the hand appearing. 2) “Funeral Day”: overcast cemetery with a cluster of five graves/crosses and the Lucky 7 children gathered around Bram; label characters Bram, Benno, Eddy, Riff, Will, Stan, and Bev. The camera gently drifts while the text focuses on grief and the club forming. 3) “Benno and the Mummy”: dark library/reading room represented by multiple tall brown shelving units, Benno at one end, and a bandaged mummy with glowing red eyes moving slowly down the aisle toward him. The story text describes each child facing a fear suited to them. 4) “Eddy at the Funhouse”: dark weeds/ground, a pale ruined suburban funhouse/house with a porch, Eddy in the yard, and a green leper-like monster with a head, sickly emissive body, and red sores advancing and swaying from the doorway. Use the provided original horror text about the smell and the figure. 5) “The Werebeast at Nailbolt”: ruined house/funhouse setting, Riff and Will entering, and a large wolf/werebeast model with an attack/walk animation lunging forward from the dark toward them. The story says the fear turns into a fight. Chapter 2 has two beats and should visibly age the cast by using adult scale/labels: 6) “The Adults Get the Call”: a darker cemetery with graves and crosses, adult Bram, Benno, Bev, and Riff gathered together. Text says years passed, they moved away, then a call brought them back and the evil is moving again. 7) “Back to the Drain”: return to the rainy road, house, curb, gutter, storm drain, and rain particles, with adult Bram, Bev, and Riff gathered near it. Display seven floating beige dodecahedron-like stones arranged in a circle to represent the Stone War; hide the paper boat in this adult scene, and animate the pale hand subtly. Text says the adults return to the storm mouth carrying seven stones and choose to go back underground together. At the top of the screen during story playback, use translucent panels showing the chapter/beat label, scene title, and summary. Add controls for “Chapter 1”, “Chapter 2”, “Back”, “Next Beat”, and “Auto Play”. At the bottom, show a translucent story-text card and a horizontally scrollable strip of buttons labeled with all seven scenes; highlight the active scene in gold. Auto Play should advance after each beat’s roughly 8–9 second duration and the button should toggle to “Stop Auto”. Support keyboard Right Arrow/D for next, Left Arrow/A for previous, and P for auto play, plus mouse/touch activation. Start with Chapter 1 Beat 1 visible behind the menu, and dismiss the menu when a chapter, beat, or playback control is chosen. Use responsive full-screen layout, dark translucent rounded panels with subtle borders/backdrop blur, white text, pale lavender secondary text, and gold/yellow primary buttons. Play a quiet looping dark background music track after user interaction. Keep all cast, monster names, locations, and prose original as shown above; do not add combat, health, inventory, free-roam movement, or other mechanics not present in this story-mode implementation.