Arcade › Mita's World
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Mita's World was built by Kk Luna 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 Mita's World 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 browser-based 3D first-person game titled “Mita’s World,” a short all-ages cute-house horror slice. Use a dark, softly lit low-poly aesthetic with pink/mauve accents and a Three.js-like perspective camera. Begin with a full-screen dark purple/black background and a centered translucent nearly-black introduction panel outlined in muted lavender. The panel title is “Mita’s World” in large pale pink text. Show the description: “You first come in as a visitor. Name your character, meet Mita, and help tidy her wardrobe. This is a cute-house horror slice — something is wrong behind the walls.” Include a large text field with placeholder “Name your character” and a bright pink “Enter the house” button. Also show small top-left text identifying the title and “Guest,” plus a controls hint: “Computer controls: WASD / arrows to walk, mouse to look, E to interact. Drag left on the wardrobe when asked.” After entering a name (use “Visitor” if blank), hide the intro screen and place the player in a compact enclosed bedroom/house room, using a first-person camera at about eye height. The player can walk with WASD or arrow keys, look with mouse movement, and move within the room boundaries. Build a rectangular room with a dark mauve floor, purple walls, ceiling, pale trim around a front doorway, and a magenta rectangular rug. Light it with gentle pink ambient illumination, a cool white directional/moon light, and a row of small pink wall candles along the back wall whose glow/flicker subtly changes. Maintain a moody dark purple fog/background while keeping the furniture readable. Place low-poly/blocky furniture: a single bed along the back-left wall, a small table and chair toward the back-right, and a tall cabinet/wardrobe against the back wall slightly left of center. Put Mita, a cute low-poly blocky girl character, standing near the middle/back of the room facing the player. She should have an idle animation if available. Do not include combat, inventory, health, or weapons. At the start of gameplay, show a HUD with the player’s chosen name and an objective: “Help Mita tidy 3 outfit pieces around the room. Walk near each one and press E.” Display dialogue in a simple overlay with speaker name “Mita.” Her opening line should be: “Hi [player name]. Please help me get my outfit pieces done. The house gets upset when things are messy.” Scatter exactly three small glowing/colorful low-poly outfit-piece objects around the room: a pink dress near the front-left/middle area, a blue ribbon near the front-right/middle area, and a gold button farther right/back. Each is a small flattened block/rectangular object with a slight rotation. When the player is within interaction range, show a prompt and allow E to tidy it. Use the prompts “Press E to fold the pink dress,” “Press E to pick up the blue ribbon,” and “Press E to find the gold button.” On interaction, hide that object, increment progress, and update the objective to “Tidy outfit pieces: 1/3” or “2/3. Press E near the glowing item.” Mita should respond with “Thank you. There is still one more little thing out of place.” until the final piece. After all three are done, tell the player: “Thank you very much. Can you move my wardrobe? Swipe the wardrobe left.” Change the objective to: “Stand close to the wardrobe and drag your mouse left across it. You can also press E beside it.” When the player stands near the wardrobe, show “Drag left or press E.” Permit either pressing E or dragging the mouse left by a clear horizontal swipe while close to the wardrobe. Then smoothly slide the wardrobe left from its original position, reveal a previously hidden shadowy creature in the dark corner behind it, and change the objective to: “Mita thanked you. Now walk around her house and look for what changed.” Show Mita’s line: “Hi! Thank you very, very much. You’re the best. Now walk around — and do not stare too long at the dark corner.” The creature should be a minimal procedural low-poly shadow watcher: a nearly black capsule-like body, round dark head, and two tiny glowing pink eyes. It stands behind the wardrobe, subtly sways side to side and rotates. If the player comes within roughly 2.2 units, trigger the horror beat only once: set the objective to “Something moved behind the wardrobe. Back away or keep exploring — Mita is still smiling.” and display Mita’s uneasy line: “Oh. You found the snatching thing. Please don't let it notice your name.” Add a very subtle pulsing translucent fear/vignette effect, but keep the tone all-ages and do not add gore or attacks. The game’s core arc is: name yourself, enter Mita’s room, tidy the three colored outfit pieces, move the wardrobe, and discover the watcher behind it.