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My Life Is Yours

  • 3d
  • life-sim
  • cozy
  • character-creator
  • relationship-sim
  • sandbox
  • mobile
  • low-poly
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kimberly Clyde built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about My Life Is Yours yet. Play it, then tell Kimberly Clyde what you would add next.

Make your own game

My Life Is Yours was built by Kimberly Clyde 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 My Life Is Yours 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 My Life Is Yours

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.

Recreate a mobile-first life-simulation game called “My Life Is Yours.” Begin with a bright, rounded welcome screen over a soft sky-blue-to-pale-yellow/green gradient. Center a large white rounded card with the title “My Life Is Yours,” subtitle “Creation Closet prototype — build up to six household members and connect every relationship both ways,” a large green “Start a new household” button, and supporting text describing the relationship menu, autonomous characters, needs, notifications, house map, and low-poly neighborhood.

When starting, open a Creation Closet character-building studio. Allow a household of 1–6 members, with a tab for each character. The layout has a left “Life Path” panel, a central character preview room/stage, and a right customization panel. For each member provide first name, last name, life stage (Baby, Toddler, Child, Teen, Adult, Elder), biological gender (Female/Male), two selectable traits from a broad list including Friendly, Creative, Athletic, Genius, Funny, Ambitious, Compassionate, Lazy, Jealous, Clumsy, Hot Headed, Dramatic, Liar, Slob, Family Oriented, Romantic, Loner, and others, plus a randomized allergy shown as disabled information. Include random name, add character, delete character, randomize look, and “Save & Play” controls. Deleting the last member returns to the welcome screen.

The central preview should show a friendly stylized paper-doll avatar in a simple closet/studio room, with a name tag and customizable low-poly appearance. Support avatar types Human, Cat, Dog, Bunny, and Duck; skin/fur tones such as Peach, Honey, Brown, Deep, Cream, Mint, Lavender, Orange, and White; hair styles Cap, Bob, Puffs, Spiky, Side swoop, and Bald; hair colors Black, Brown, Blonde, Red, Pink, Blue, Purple, and White; outfit styles Tee, Dress, Hoodie, Overalls, Suit, and Striped; outfit colors Green, Blue, Pink, Red, Yellow, Purple, Orange, and Black; and face styles Happy, Sleepy, Shy, Grumpy, Starry, and Round. Present these as large tap-friendly tiles and color swatches under Base, Hair, Face, Outfit, and Relations tabs. The Relations tab contains a mirrored Relationship Matrix: for the selected character, set each link to Roommate, Friend, Sibling, Parent, Child, Spouse, Boyfriend/Girlfriend, Step-Parent, or Step-Child. Mirror every relationship automatically in the other direction. Family links lock romance; spouse and boyfriend/girlfriend links begin with high friendship and 100% romance; sibling/family links begin with stronger friendship.

After saving, show a short illustrated loading screen: a colorful low-poly town with roads, water, lots, small houses, trees, tiny people, floating speech bubbles, a stacked “MY LIFE / IS YOURS” logo, cycling loading tips, and a progress bar. Then enter a low-poly 3D neighborhood/household scene viewed from an elevated, angled third-person/isometric-like camera that follows the selected character. Use a bright blue sky background, fog, soft shadows, green grass, a cream-colored open starter house floor with short visible walls, and a surrounding neighborhood. The home contains a blue fridge and stove in the kitchen, pink couch, toilet, beds, and a starter computer. Outside are roads with white crosswalk stripes, grass lots, simple low-poly neighbor houses/buildings, and many stylized cone-canopy trees. Use chunky geometric characters: round heads with expressive face textures, simple outfits, capsule limbs, shoes, hair, and animal ears/beaks where appropriate. Display each character’s name above their head.

The main HUD is a mobile-friendly overlay. At the top show “My Life Is Yours,” an in-game clock beginning around Day 1 07:00, current money beginning at 
200, a Map button, and a Door: Unlocked/Locked toggle. Below, show tappable household portraits with species/stage emoji, name, current action, and a warning marker when any need is below 25. Selecting a portrait switches control and snaps/follows the camera to that character. The selected character panel shows name, mood, six needs with horizontal bars—Hunger, Bladder, Energy, Fun, Hygiene, and Social—and action buttons: “Eat at fridge,” “Use toilet,” “Sleep,” “Computer job/homework,” and “Talk to nearest.” Core play is point-and-click/tap life simulation. Tap the ground to send the selected character walking there. Tap the fridge, toilet, bed, couch, or computer to physically route the selected character to that object and perform its action only after arriving: fridge restores hunger, toilet restores bladder but slightly reduces hygiene, bed restores energy, couch restores fun, and computer restores some fun and grants $35. Needs continuously decay over time. If bladder reaches zero, trigger an embarrassed accident notification and reduce hygiene. The computer action is labeled job/homework, but no full school/work location is needed. Characters who are not selected act autonomously: wander, talk to nearby household members, and sometimes seek a low need by walking to the appropriate object. Show toast/ticker notifications for completed actions and social outcomes. Clicking/tapping a character opens a small contextual radial menu with Talk, Flirt, and Walk to them. Talking requires characters to be close, increases or decreases mirrored friendship based on a random positive/negative outcome, restores some Social for both, and reports topics such as chores, favorite recipes, school gossip, the messy kitchen, a dream job, the neighborhood map, bedtime rules, allergies, or house permissions. Flirting is only available between Adult/Elder characters and is blocked between family members. Romance success depends on current romance and traits such as Romantic; successful or failed flirting changes romance and friendship. If a committed partner witnesses their partner flirting nearby, trigger a prominent betrayal crisis notification, set the partner’s mood to Heartbroken and action to Crisis, and drop that relationship’s romance to 0 and friendship to -100. The Door button toggles household access messaging between locked and unlocked, with notifications explaining that neighbors must knock when locked. The Map button opens a modal titled “Neighborhood Selection Map” with selectable cards for Your household, BuilderBeth, ExplorerDan, Club Workers, Grocery Cashier, Park Family, and Offline Lot. Cards show simple house/moon icons and text such as “Tap to visit / knock”; selecting one reports the map selection and closes the modal. This is a simulated map flow, not real multiplayer or networking. Periodically show random household ticker notifications, including attic rats and a cat-or-traps dilemma, kitchen roaches and exterminator consequences, a stray baseball breaking a window, a child school suspension/bus event, allergy checks involving dust or pet dander, and a neighbor complimenting a garden. Keep these as notifications/toasts with explanatory consequence text. Do not add real online multiplayer, accounts, servers, persistent cross-player permissions, full build mode, grocery store, pets as a separate system, welfare removal, death, aging, family-tree persistence, or teen pregnancy/sexual systems; this is an all-ages playable prototype focused on household creation, relationships, needs, autonomy, notifications, map flow, and the low-poly neighborhood.

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