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Arcade › Microbe Ward
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Microbe Ward was built by Hiruni Rupasinghe 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 Microbe Ward 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 educational action game titled “Microbe Ward: The Living Lesson,” set inside the interior of a living host. Use Three.js-style rendering with a dark teal biological environment: a large hollow tissue-like half-sphere/cavity in the background, a dark teal rectangular tissue floor, subtle exponential fog, cool cyan/teal hemisphere lighting, and a soft directional light with shadows. Add a circular cell-membrane ring around the arena. Populate the arena with small floating/sitting spherical microbes arranged in a broad circle: mostly glowing green helpful-looking microbes and several glowing red hostile-looking microbes. Add six small glowing cyan torus-shaped medicine capsules around the arena. The camera should be a controllable third-person camera following the player at roughly six units distance, with movement, jumping, gravity, and a centered arena view. The player is a stylized fantasy Warrior 3D model, presented as the microscopic defender named “Aegis Microbe.” Place the player initially near one side of the arena. The enemy is a large stylized Big Demon model named “Pathogen Prime,” positioned across the arena, facing and pursuing the player when sufficiently close. Both models should cast and receive shadows and have idle animations where available. The pathogen has 100 health. The player has host health 100, microbiome balance initially 70%, medicine initially 2 doses, and a score initially 0. Begin with a centered dark translucent story panel over the game. Its educational introduction should explain that the Warrior is the Aegis Microbe, the Big Demon is a disease-causing invader, and that living/non-living surfaces, helpful microbes, harmful microbes, and medicine interact. The panel has a biology-themed eyebrow such as “Storyline · Biology,” a title such as “Inside the Living Host,” explanatory text, and an “Enter the tissue” button. While this panel is open, gameplay is paused. After entering, show a persistent HUD over the 3D scene. At top left display the MICROBE WARD brand and subtitle “The Living Lesson.” At top right display labeled bars and values for HOST HEALTH (100 / 100), MICROBIOME (70%), and MEDICINE (2); use a red-to-gold health bar and a green microbiome bar. At bottom left display the current chapter and objective, beginning with “Chapter 1 — Meet the Microbiome” and an instruction to move through living tissue, identifying the Warrior as Aegis Microbe and the Demon as a pathogen. At bottom right show the control hint “F / TAP ATTACK · E INTERACT · SPACE JUMP.” Use a dark glass-like translucent UI style with rounded corners, fine cyan borders, muted cream text, cyan headings, and green educational accents. Display short pill-shaped toast notifications near the top center for combat, collection, and lesson feedback. Core controls: use keyboard movement through the third-person controls, Space to jump, F to attack, E to interact, and left mouse/tap to attack. Attacks have a short cooldown of about 0.6 seconds and only affect Pathogen Prime when the player is within roughly 3.5 units; each successful hit removes 20 pathogen health, adds 2 microbiome percentage points up to 100, and adds 5 score. If too far away, show a “Move closer to the pathogen” toast. When the enemy is within about 9 units, it turns toward and gradually approaches the player. At close range it attacks about every 1.3 seconds, removing 7 host health and 3 microbiome points; briefly grant damage invulnerability so hits do not apply continuously. Show a “Pathogen damages the host” toast. If host health reaches zero, stop the game and show a “Host compromised” panel titled “Disease Wins This Round,” explaining that the pathogen overwhelmed the host and offering a Restart button. When the player defeats Pathogen Prime after five successful attacks, hide the demon, award one medicine dose, switch the quest to a weakened-pathogen treatment objective, and open a strategy panel. The panel should say “Strategy · Treatment choice” and explain that treatment should protect the host and support the good microbiome. Offer exactly these educational choices: “Targeted medicine — spend 1 dose, damage the pathogen” (if a dose is available, subtract one medicine, apply 30 additional pathogen damage, add 5 microbiome, and add 20 score); “Probiotic support — restore 18% microbiome” (raise microbiome by 18 up to 100 and add 15 score); and “Wait and observe — simulation bonus” (add 25 score but reduce microbiome by 5). Mark selected choices with a positive green style and show an explanatory toast. Include a Continue button that closes the panel and changes the objective to finish the infection fight; if the pathogen has already been defeated, allow the state to continue toward the lesson interaction. Interaction with E should be context-sensitive. Near the center/medicine area, allow the player to collect a medicine dose and show “Medicine dose collected.” Near the defeated/pathogen location, open a trivia lesson panel instead. The trivia panel should have the eyebrow “Trivia · Education,” title “How do diseases spread?”, and ask “Which example best describes a pathogen?” Provide exactly three choices: “A harmless microbe that supports digestion” (wrong, with feedback that it is helpful), “An organism or agent that can cause disease” (correct, add 50 score and 10 microbiome up to 100, with positive feedback), and “A medicine capsule that kills every cell” (wrong, with feedback that medicine should be targeted). Use visibly different green correct and red wrong button states. Include a “Close lesson” button; after a correct answer, mark the lesson complete, change the HUD to “Chapter 2 — Balance the Host,” and objective text such as “Lesson complete. Explore the host, collect medicine, and replay for a higher microbiome score.” Show a toast like “Disease solved with knowledge.” Once the lesson is complete, interacting again may open a final host report panel titled “Microbiome balance [percentage]%,” showing the score, host health, and a concise educational summary: good microbes help digestion and protection, bad microbes can cause disease, and medicine works best when targeted. Include a Close button. Keep the overall presentation as a dark, atmospheric microscopic arena with glowing biological markers, simple readable serif educational panels, and responsive mobile-friendly HUD controls. Do not add unrelated weapons, levels, inventories, enemies, or mechanics beyond the single pathogen encounter, medicine/microbiome strategy, and disease trivia lesson described above.