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Arcade › My Life Is Yours
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.
Nobody has said anything about My Life Is Yours yet. Play it, then tell Kimberly Clyde what you would add next.
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.
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 life-simulation game titled “My Life Is Yours,” using a bright, friendly, low-poly toy-like visual style. Begin with a full-screen household creator overlay over the game: a rounded off-white card on a muted blue-gray translucent backdrop, with the title, explanatory text, and a responsive grid of character cards. Support up to six household members. For each character provide editable first name and last name, dropdowns for gender (Female/Male), life stage (Child, Teen, Adult, Elder), and relationship to the first character (Self, Spouse, Dating, Child, Sibling, Parent, Roommate), plus a randomized/read-only allergy and displayed randomized traits. The first character is the username anchor and other characters initially share the first character’s last name unless customized. Include buttons for “+ Add Character,” “Randomize Looks & Names,” and “Start Life,” and a note that romance/pregnancy is adult-only and family romance is blocked. The supplied example shows this creator as a vertically scrollable, rounded white form with large dark text, blue-gray section labels, pale borders, and inputs/selects with rounded corners. After starting, show an isometric/third-person Three.js neighborhood scene under a clear sky-blue background with fog, soft hemisphere lighting, directional sunlight, shadows, and simple colorful low-poly geometry. The player’s home is an open-sided rectangular house on a grassy lot: cream floor and walls, a coral-red flat roof, a front door, and subdivided bathroom/bedroom areas. Furnish it with a toilet and computer models, a white fridge, dark stove, blue family sofa, pink single and double beds, and a wooden dining table. Surround it with a pale path/main road, scattered low-poly trees, and four simple neighboring houses called Maple House, Bluebell Lot, Sunny Duplex, and Creek Cottage. Use an angled camera that follows the selected household member and smoothly looks toward them; characters are tiny stylized figures made from capsule bodies, spherical heads, and simple hair, with varied skin/body colors and shirts. Display floating name tags over visible characters, using “@You (name)” for the first character. Implement the core life-simulation rules visible in the mechanics. Each character has Hunger, Energy, Bladder, Fun, Hygiene, and Social needs from 0 to 100, plus mood, action, life stage, gender, allergy, traits, relationships, optional job, and away state. Needs decay over time while characters are home. Characters walk toward clicked destinations or objects; movement is autonomous for unselected characters. The selected character is chosen from a bottom-left/bottom HUD strip of rounded portrait cards, with a highlighted active portrait and a red exclamation warning when any need is below 25. Clicking the 3D scene via raycasting opens a contextual action card: floor offers Walk Here; door offers Lock/Unlock Door and Knock; toilet offers Use Toilet and Wash Hands; fridge offers Grab Snack and Cook Dinner; stove offers Cook Meal; beds offer Sleep and Relax; sofa offers Watch TV and Nap; computer offers Find Job, Do Homework (only children/teens), and Play Game; other characters offer Chat, Tell Joke, Argue, and, only for two unrelated adults, Flirt and Try Baby; family members can receive a Family Hug; neighboring houses offer Visit House and Ask Permission. Actions make the character walk to the target, then improve the selected need and update action/mood/feed messages. Build relationship rules: setup relationships are mirrored between the first character and others; spouse/dating relationships begin with romance, children of spouses become children of both adults, and family romance is unavailable. Social interactions raise Social and produce short status messages. Adult flirting can raise romance, sometimes be rejected by a Family Oriented character, and can trigger a betrayal crisis if a nearby committed partner witnesses it. Try Baby requires at least 70% adult romance, has a chance to add a randomized child, and is blocked at the six-person household cap. Include autonomous behavior: non-selected characters seek nearby objects when a need is low, wander, think, avoid chores, or look for someone. Nearby pairs occasionally socialize automatically, with sweet check-ins for couples, possible sibling arguments, or casual chats/jokes. If Bladder reaches zero, create an accident, lower Hygiene, and set an embarrassed mood. Add periodic household events as centered yellow-bordered toast dialogs with choices: attic rats (adopt a cat for $50 or buy traps for