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LuLL

  • 3d
  • first-person
  • exploration
  • dreamcore
  • liminal
  • collectathon
  • mobile-friendly
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. Brennen built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about LuLL yet. Play it, then tell Brennen what you would add next.

Make your own game

LuLL was built by Brennen 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 LuLL 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 LuLL

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 short first-person 3D dreamcore exploration game titled “LuLL,” built around quietly wandering through a surreal pastel landscape. Use a Three.js-like WebGL presentation with a 72-degree perspective camera, soft fog, gentle bloom-like emissive lighting, shadows, and a dark indigo sky enclosing the world. The visual mood should be hazy, empty, liminal, and soft: lavender/blue/pink/mint materials, pale floors, translucent overlays, glowing objects, floating dust motes, faint film grain, and a large pale moon high in the sky. The player is an invisible first-person character at about eye height, with a small white crosshair centered on screen.

Gameplay goal and flow:
- Start in the Quiet Field at position approximately (0, 1.7, 10), facing into the world. Show a full-screen translucent dark start card titled “LuLL,” with the text describing a dreamcore walk through soft halls, oversized toys, empty rooms, and an indoor-feeling sky. The card says to collect 5 memories and step through the white door after it opens, with a “Fall Asleep” button. Pressing Enter also starts the game.
- Explore three named areas: “Quiet Field,” “Toy Court,” and “Pool Hall.” The current area is selected by whichever zone center is closest to the player: Quiet Field at (0,0,0), Toy Court at (34,0,-8), and Pool Hall at (-34,0,-12). Update the HUD zone label and briefly show the zone name as a subtitle when the player enters a new area.
- Place exactly five collectible floating memories. They are small rotating low-poly icosahedron-like crystals, alternating pale cyan and pink, with colored emissive glow and a point-light halo. Their positions are approximately (0,2.2,0), (10,2.1,10), (-34,2.2,-12), (34,2.3,-8), and (-5,2.2,-12). They gently bob up and down, spin, and disappear with their halo when the player comes within 1.8 units. The HUD count starts at 0 / 5 and increments on collection. Near an uncollected memory, show “Touch the floating memory.”
- Build a white glowing exit door frame at (0,0,-26), consisting of two vertical white posts, a top beam, and a translucent white rectangular inner panel. It is dim/sleeping and tinted pale blue until all five memories are collected. After collection 5/5, make the inner panel bright white and pulse it; show the subtitle “the white door is awake now.” Near it, show “The white door sleeps” before unlocking and “Step through the white door” after unlocking. If the player approaches within 2.2 units of the unlocked door, end the game, pause movement, display the start/result card, and show “You woke up. Press R to dream again.” Pressing R resets the game to the initial state.

World layout and scenery:
- Cover the world with a large pale lavender ground plane. In the Quiet Field, place a large soft off-white circular rug/disc around the center. Add three oversized lavender playground arches along z=-10, made from thick vertical posts and a top beam, spaced across x=-10, 0, and 10, with slight rotations. Add a large swing set around (0,0,11) with pale blue angled supports, a top bar, and a pink seat; treat these structures as solid obstacles.
- In Toy Court, add a pale pink floor around the zone center. Place four oversized pastel toy blocks/columns: a pink block, a tall periwinkle block, a low peach block, and a cyan block, with the varied dimensions and arrangement of chunky playground shapes. Add a glowing white sphere/moon-ball near (34,3.2,0), and a pink point light near the portal side of this zone. The blocks are solid obstacles.
- In Pool Hall, create a pale mint/white rectangular room around (-34,0,-12), with four pale walls approximately 24 by 8 by 1 or 1 by 8 by 20, and a shallow glowing cyan rectangular pool in the middle, around 14 by 8. Add four chunky lavender chairs along one side. Walls and chairs are solid obstacles.
- Add two glowing torus portal rings standing vertically at approximately (17,2.8,-4) and (-17,2.8,-4). The blue ring teleports the player to approximately (-23,1.7,-11) and briefly displays “the blue door leads to water”; the pink ring teleports to approximately (27,1.7,-8) and displays “the pink door leads to toys.” Give each portal a short cooldown so it cannot immediately retrigger.
- Add dreamcore set dressing visible across the world: seven softly bobbing floating stairs rising diagonally around x=-20 to -3 and z=16 to 6; five tall translucent pink curtains near the pool-side area around x=-43 to -25; and four floating pastel balloons in pink, cyan, pale yellow, and lavender with thin white strings around x=24–37 and y=8–12. Include a dark indigo enclosing sky/sphere, approximately 240 tiny pastel stars, 16 groups of translucent moving cloud puffs, and 120 softly drifting square/plane dust particles. Put a giant pale moon around (0,36,-52), with very subtle horizontal motion and slight warm color variation. Animate clouds, stars, dust, balloons, stairs, and other props slowly and gently rather than making anything threatening.

Player controls and movement:
- Desktop: WASD moves relative to the camera yaw; mouse look controls yaw and pitch after clicking the canvas/pointer-locking. Clamp vertical look between about -1.1 and 1.1 radians. Shift enables “Drift” while movement is active. Drift speed is 7.6 versus normal walking speed 4.2, multiplied by the current drift meter factor. The player has a drift/drowse meter starting full: it drains while drifting and recovers while walking or standing, never dropping below 25%; use drain about 0.22 per second and recovery about 0.12 per second. Bob the camera slightly while moving.
- F toggles “Focus,” narrowing the camera field of view from 72 to 58 degrees and slightly adjusting the camera pitch. Provide visible Drift and Focus buttons that match these actions; Drift is held while pressed, Focus toggles active state.
- Mobile: provide a translucent circular left virtual joystick for movement and right joystick for looking, each with a smaller draggable center stick. Provide Drift and Focus buttons between/near the pads. Support pointer/touch events and reset each stick when released.
- Prevent walking through the listed solid arches, swing, toy blocks, pool hall walls, and chairs using simple collision boxes. Movement should remain constrained by these colliders, while the open dream field remains explorable.

HUD and presentation:
- Place a translucent dark rounded HUD panel in the upper-left, with the large spaced uppercase title “LULL,” a “Memories” row showing “0 / 5,” a “Drowse” row showing the current zone name, and a horizontal rounded meter filled by a mint-to-blue-to-pink gradient representing the drift resource. Under it, show instructional text: “Walk through the dream and gather the floating memories. After 5, the white door wakes up. WASD + mouse on desktop, pads on mobile.”
- Center a small white crosshair. Show short uppercase dream subtitles in a translucent pill near the upper-middle area. Rotate through these lines every several seconds: “you have been here before,” “the ceiling feels like outside,” “a hallway is pretending to be a playground,” “count the soft lights,” and “the white door is listening.” Collection and portal events replace the current subtitle with their event text. Fade subtitles near the end of their timer.
- Show proximity hints in a dark rounded pill near the lower center. Keep hints hidden when nothing relevant is nearby. Add subtle vignette/veil, transparent grain, blurred glass UI, and soft pastel lighting to match the attached screenshot: a hazy lavender horizon/ground, dark purple upper sky, and nearly monochrome dreamlike geometry. Do not add combat, enemies, weapons, timers, score beyond the 5-memory count, or extra objectives.

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