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Midnight Clover

  • 3d
  • casino
  • slots
  • survival
  • arcade
  • noir
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. GABRIEL COREY built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Midnight Clover yet. Play it, then tell GABRIEL COREY what you would add next.

Make your own game

Midnight Clover was built by GABRIEL COREY 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 Midnight Clover 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 Midnight Clover

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 browser-based 3D casino slot-machine survival game titled “Midnight Clover.” Use a fixed, centered, front-facing third-person presentation: a small gold/orange Kenney-style gambling machine sits on a dark casino floor, with a rounded arch cabinet, dark inset display, three physical-looking reel windows, a row of small buttons, and a lever on the right. Place it against a nearly black-purple back wall with thin vertical gold trim, a muted burgundy circular rug/floor area, and a warm spotlight plus subtle purple and greenish colored fill lighting. Use a dark midnight palette with gold highlights, soft shadows, fog, and a slightly low camera looking toward the machine; the machine and its small red overhead sign should have very slight idle motion. The 3D scene is decorative while the playable slot interface is an HTML HUD layered over it.

At startup, show a full-screen dark translucent overlay with the large gold uppercase title “MIDNIGHT CLOVER,” explanatory text describing a tiny cursed casino and the objective, and a button labeled “SIT AT THE MACHINE.” Do not allow play until that button is clicked. Once started, show a top HUD with the title and subtitle “A TINY CURSED CASINO,” plus three stat cards: Coins, Debt, and Round. Initialize the state to 12 coins, 40 debt, round 1, and a hidden/zero bonus and interest upgrade state.

At the bottom center, show a dark bordered control panel titled “THE CLOVERPIT — SPIN TO SURVIVE.” It contains three large cream-colored reel boxes displaying symbols from this set: 🍀, 7, ✦, ◆, and ☠. Begin with 🍀, 7, and ✦ visible. Provide a “SPIN — 1 COIN” button and a “PAY DEBT — 5 COINS” button. Spinning costs one coin, briefly animates/shakes the three reel boxes while changing their symbols several times, then resolves the final three random symbols. A triple match pays 8 coins, except 🍀🍀🍀 pays 20; any pair pays 2; otherwise it pays nothing. Add the current Lucky Charm bonus to every payout. Award the payout to the coin total and reduce debt by the payout when payout is positive. After each resolved spin, increase debt by max(1, 4 - the Bad Credit interest level), then advance the round. The interface should communicate the result in a centered message such as “The reels pay N coins. Debt shifts in the dark.” or “No payout. The machine smiles back.”

The Pay Debt button costs 5 coins and immediately reduces debt by 8, never below zero, with a message like “You feed the collector. It asks for more.” It does not advance the round. Disable Spin when there are no coins or before starting; disable Pay Debt when fewer than 5 coins are available. Disable all controls after game over.

Under the main actions, include a three-button upgrade shop: “Lucky Charm — 10 coins · +1 payout,” “Bad Credit — 8 coins · debt -3/round,” and “Re-roll the Room — 6 coins · redraw.” Each can be purchased at most once. Lucky Charm subtracts 10 coins and increases the bonus added to future payouts by 1. Bad Credit subtracts 8 coins and increases the interest level by 1, reducing the per-spin debt growth from 4 to 3, then 2, then 1 if somehow bought repeatedly, though the one-time UI purchase means it is normally bought once. Re-roll the Room subtracts 6 coins and immediately gives 3 coins back, with a message about finding coins under the felt; it has no actual scene redraw. Disable each shop item after purchase and disable them once the game ends. Include a small explanatory note: “Pairs pay 2 · triples pay 8 · 🍀🍀🍀 pays 20. Debt rises every spin.”

Win when debt reaches zero: set debt to zero, end the game, disable controls, and display “The debt is cleared. The room goes quiet. You win.” Lose when a spin leaves the player with zero or fewer coins while debt remains: end the game and display “No coins left. The room keeps the machine.” in a danger/red style. Keep the visual/UI style atmospheric and casino-noir: serif typography, gold cream text, muted tan secondary text, deep plum-black translucent panels, burgundy action buttons, green-gray upgrade buttons, thin gold borders, rounded corners, and responsive layout that remains usable on narrow screens.

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