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Arcade › MemoryVerse
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ahmed Ameen built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about MemoryVerse yet. Play it, then tell Ahmed Ameen what you would add next.
MemoryVerse was built by Ahmed Ameen 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 MemoryVerse 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 third-person 3D exploration and timed collection game titled "MemoryVerse". Use Three.js-style rendering with a PerspectiveCamera, soft shadows, fog, tone mapping, and a stylized low-poly/clean 3D look. Load the supplied humanoid character asset `assets/Rig_model_mia.glb` as the player avatar, scale it up modestly, enable cast/receive shadows, and play its idle animation if available. The player begins in a bright, minimal outdoor "Memory Gateway": a large white ground plane under a white background/fog, a pale rectangular path, and a small brown cabin straight ahead with a simple boxy roof, dark door, two glowing pale-blue windows, and a white sign. Place the player near the start of the path facing the cabin. Show a fixed HUD overlay. At upper left, use a translucent white panel with the brand "MemoryVerse", a phase label initially reading "The Memory Gateway", and counters "Memories 0 / 5" and "Time 90". At upper right show the controls text: "WASD / arrows · Space jump · Shift sprint" and "Touch: joystick + drag to look". On launch, show a centered translucent white modal titled "Memory Gateway" with the text "Select a starting memory collection, then step into a living world built around it." and a blue button labeled "Begin Journey". Include the smaller note "This playable slice uses the Mia character and represents files as physical memories." The button dismisses the modal; the countdown does not begin until the player has started, and the gateway transition happens when the player walks within about 3 units of the cabin door. Implement third-person movement with keyboard arrows/WASD, jumping with Space, sprinting with Shift, and touch joystick plus drag-to-look support. Use movement speed around 5.8, jump speed around 8.2, gravity around -22, a camera distance around 8.6, and a slope limit around 45 degrees. When the cabin is reached, fade to white, remove the gateway geometry, and move the player to the entrance area of the next scene. Build the second scene as a dark, enclosed mansion grand hall. Set a deep navy-purple background and matching fog. Make a large muted plum/brown floor approximately 42 by 34 units, with three dark walls: a back wall and left/right side walls. Add a burgundy gallery rug in the center, two wooden library shelf blocks near the rear left and right, and a few simple colored book blocks on the left shelf. Add a warm glowing spherical chandelier/light in the center overhead and a warm point light for the room. Place five collectible memory objects on square dark pedestals around the hall: one near the left side, one toward the rear/center, one near the right side, one toward the front/center, and one additional memory location matching the collection count. The visible object types should be represented physically as a photo (flat pale rectangular frame), book (upright brown rectangular volume), vinyl record (short glowing blue cylinder), film (glowing gold cylinder), and folder (the fifth memory object). Give them the names/types Photo, Book, Vinyl, Film, and Folder. The objects slowly rotate and bob up and down. Each pedestal is a dark square block. On entering the mansion, update the phase HUD to "The Mansion — Grand Hall", reset/display the collection as 0 / 5, and start a 90-second countdown. Each memory is collected automatically when Mia comes within about 2.2 units; hide the collected object and increment the counter. Continue updating the timer in real time. If all five memories are collected before time expires, stop the run and show a centered modal titled "Memory Room Unlocked" with the message "Mia discovered all five memories — a photo, book, record, film, and folder." and a button "Explore Again" that reloads/restarts the experience. If the timer reaches zero first, stop the run and show "The Gateway Fades" with text "Time ran out with [number] memories discovered." and a "Try Again" reload button. Keep the HUD and clean translucent white/blue interface styling consistent throughout, with responsive positioning on small screens.