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Click the game above and it runs right here in your browser. No download, no installer, no account needed. baba voss built it with Cinevva, so it works on a phone or a tablet too.
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Moonlit Choices was built by baba voss 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 Moonlit Choices 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 mobile-friendly 3D choice-based story game titled “Moonlit Choices,” using a fixed third-person/front-facing perspective into a moonlit forest clearing. Render a low-poly, stylized Three.js-like scene: a dark navy sky/background with fog, a circular deep-green forest floor, and a central brown dirt path extending away from the camera. Surround the path with dark cone-shaped trees, blocky autumn/fall trees, and chunky low-poly rock blocks. In the center foreground place a small magic lantern made from a thin dark wooden pole topped by a glowing faceted golden-yellow lamp; it gently bobs and rotates, with a warm point-light glow. Farther up the path place a floating faceted blue moon relic (an octahedron), gently bobbing and rotating. Use cool blue moon lighting and strong shadows, contrasting against the lantern’s warm light. Keep the camera around (0, 4.3, 8.4), looking toward (0, 0.8, 0), with a moderately wide perspective; the scene should fill the screen behind the interface. The scenery subtly shifts/animates, and the background, fog, lantern light, and relic color should change according to the current story mood: mystery (navy, gold, blue), magic (deep blue, cyan, violet), kindness (green, warm gold, mint), danger (dark red-purple, orange, red), dawn (blue, gold, pale yellow), heart (green, pink, mint), and star (deep blue, pale blue, lavender). Hide the relic during non-ending kindness scenes; show it otherwise, and slightly enlarge the lantern on endings. Overlay a responsive HUD in a rounded, semi-transparent dark panel near the bottom center, with white Nunito-style text. At the top left show a pill containing exactly the three tracked stats, initially “Courage 0 · Kindness 0 · Magic 0”; at the top right show a Restart pill button. Also show the hint “Pick a choice to shape the story. The forest changes with your path.” The panel displays an uppercase chapter heading in gold, the current narrative text, and choice buttons. Choice buttons are large, rounded, gold gradient buttons with dark bold text and a pressed state; on desktop place two choices side by side, while on narrow/mobile screens stack them. Support tapping/clicking buttons and keyboard number keys 1 and 2; support R and the Restart button to reset the story. Implement this exact branching narrative and stat behavior. Begin at node start with chapter “Chapter 1 · The Lantern Road,” mood mystery, and text: “You wake on a moonlit path with a talking lantern at your feet. It whispers: “The forest will open for the heart you choose.”” Offer: (1) “Lift the lantern and follow the glow” -> glow, +1 Magic; (2) “Call out for anyone lost nearby” -> voice, +1 Kindness. At glow, chapter “Chapter 2 · Blue Sparks,” mood magic: “The lantern pulls you toward a floating moon relic. Blue sparks sketch two roads: a stone bridge and a tunnel under roots.” Choices: “Cross the stone bridge bravely” -> bridge, +1 Courage; “Ask the relic to show a safe way” -> relic, +1 Magic. At voice, chapter “Chapter 2 · A Small Cry,” mood kind: “A fox kit limps from the brambles. When you kneel, the trees bend aside like curtains, revealing a hidden gate.” Choices: “Carry the fox through the gate” -> fox, +1 Kindness; “Mark the path, then scout ahead” -> scout, +1 Courage. At bridge, chapter “Chapter 3 · The Bridge Bargain,” mood danger: “Halfway across, the bridge asks for a memory. The lantern trembles. You can pay, or refuse and leap for the far ledge.” Choices: “Give a happy memory to save time” -> endingStar, +1 Kindness; “Leap with the lantern held high” -> endingDawn, +1 Courage. At relic, chapter “Chapter 3 · Moon Answer,” mood magic: “The relic hums and shows the forest from above. One dark knot blocks the moonlight: the sleeping Thorn King.” Choices: “Sing the lantern awake” -> endingStar, +1 Magic; “Sneak around the Thorn King” -> endingDawn, +1 Courage. At fox, chapter “Chapter 3 · The Fox Guide,” mood kind: “The fox kit becomes a silver guide. It offers you a shortcut, but asks you to free the other trapped animals first.” Choices: “Free every cage you find” -> endingHeart, +1 Kindness; “Take the shortcut to stop the curse” -> endingDawn, +1 Courage. At scout, chapter “Chapter 3 · Footprints,” mood danger: “Your scouting finds giant footprints circling the gate. The lantern says the monster fears truth more than steel.” Choices: “Face the monster and tell the truth” -> endingHeart, +1 Courage; “Use lantern magic to reveal its name” -> endingStar, +1 Magic. Provide these three ending screens, each with one “Play again” choice that resets all stats and returns to start: endingDawn, chapter “Ending · Dawn Runner,” mood dawn, text “You burst from the trees as sunrise pours gold over the path. Your courage breaks the curse, and the lantern becomes your compass for new adventures.”; endingHeart, chapter “Ending · Keeper of Hearts,” mood heart, text “Every creature you helped gathers around you. Their trust opens the true gate, and the forest names you its protector.”; endingStar, chapter “Ending · Star Speaker,” mood star, text “The relic lifts into the sky, turning into a new star. Your magic gives the forest a voice, and every path now answers when called.” Track choicesMade and the selected ending, but do not add combat, inventory, movement, or other mechanics. Include the equivalent of a readable game-state API exposing current node, chapter, courage/kindness/magic stats, choicesMade, ending, current choice labels, lantern bob position, and camera position, plus a state-setting API that can change node/stats/ending and refresh the HUD.