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Arcade › My Nicely Girls
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Laydon Kearney built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about My Nicely Girls yet. Play it, then tell Laydon Kearney what you would add next.
My Nicely Girls was built by Laydon Kearney 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 Nicely Girls 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 family-friendly 3D action-adventure arena game titled “My Nicely Girls.” Use a colorful low-poly/stylized diorama presentation in Three.js or an equivalent 3D engine: a circular grassy island/arena with a broad light-gray ring path, simple round green trees around the perimeter, bright blue sky-colored background with light fog, clean hemisphere lighting, and soft cast shadows. Use a fixed elevated third-person camera that follows the currently controlled girl from behind and slightly above, looking down toward the arena and the factory at the far side; the camera should smoothly follow her as she moves and aim toward the mouse cursor projected onto the ground. The story and goal are: sisters Emily Torriz and Olivia Torriz are fighting outside the green-lit “ROBERT’S EVIL INC.” factory to stop Robert Vandupert, then rescue Mom and Dad. Start with Emily active, with Emily and Olivia both visible in the arena. Place Robert’s Evil INC. in the background at the back edge: a large dark gray-green rectangular factory, a taller tower, three vertical glowing green pipes, and a bright pale-green sign reading “ROBERT’S EVIL INC.” Place three green drones/enemies around the arena and Robert near the factory. Place Mom and Dad together at the opposite/back side of the arena, initially waiting to be rescued. Build the characters from simple rounded primitive shapes with readable silhouettes. Emily is a stylized girl with brown long straight hair, a light blue torso/outfit, blue waist and sleeve accents, dark legs, bright blue shoes, and a blue glowing staff with a light crystal tip. Olivia is a stylized girl with light brown long hair, a mostly black outfit and black shoes, and a white staff surrounded by multiple colorful/rainbow glowing rings around its crystal. Both girls have light skin, oversized rounded heads and capsule-like bodies/limbs. Emily has speed about 4.9, 6/6 health, a blue staff blast with damage 1, cooldown about 0.34 seconds, and projectile speed about 10. Olivia has speed about 4.5, 6/6 health, a rainbow/white blast with damage 2, cooldown about 0.48 seconds, and projectile speed about 9. Switching should preserve each girl’s own position and health; the inactive sister remains in the arena as a visible companion. Controls: WASD or arrow keys move the active girl in the ground plane, constrained to the circular arena boundary. The mouse aims the staff at the ground, and left click or Space fires a small glowing spherical projectile in that direction. Tab switches the active hero between Emily and Olivia. R reloads/restarts after victory or defeat. The active girl should face toward the mouse aim point, while the inactive girl subtly bobs and faces toward the active girl. Include simple musical synthesized feedback if available, but gameplay must not depend on audio. Enemies should be simple green stylized humanoid/drones made of rounded capsule bodies, green heads/limbs, and bright glove/boot accents. Spawn three drones with 2 HP each at positions around the factory side and one larger green Robert with 10 HP. Drones move toward the active hero but stop at a closer combat range of roughly 2.4 units; Robert approaches but keeps roughly 3.6 units away. All enemies periodically fire small glowing green projectiles at the active hero (drones about every 1.7–2.3 seconds, Robert about every 1 second). Enemy projectiles travel quickly and damage the active hero for 1 on contact. Enemy contact also damages the active hero and pushes her slightly away. When a player’s health reaches zero, consume one of 3 shared lives, restore that girl to full health, and reposition her near the starting area; if all lives are gone, stop the action and show a defeat message. Do not include gore or mature content. Player shots collide with enemies, remove one projectile on impact, briefly flash the enemy white, and subtract the shooter’s damage. Defeating a drone awards 20 points. Defeating Robert awards 100 points, removes him, and changes the objective to reaching the family. Before Robert is defeated, continuously show an objective message such as “Defeat Robert and his drones outside Robert’s Evil INC.” After Robert falls, make Mom and Dad gently pulse/highlight and show “Robert is defeated — reach Mom and Dad.” When the active girl comes within about 1.4 units of either family member, trigger victory: stop gameplay, show “Emily and Olivia rescued Mom and Dad! Press R to play again.” Mom should be a friendly stylized NPC in a cyan top, magenta/pink shorts or lower accents, magenta socks and dark heels, with brown hair. Dad should have a bright blue shirt, black pants, white socks/blue shoes, short dark hair, and a small brown mustache. Add a fullscreen HTML HUD over the 3D scene. At top-left show the large title “My Nicely Girls,” then a translucent dark rounded status panel displaying: “Active Hero: Emily/Olivia • Health: current/6 • Lives: current • Score: current • Robert HP: current/10” (show Robert HP 0 after defeat). Under it show a translucent controls panel reading “Move: WASD/Arrows • Aim: Mouse • Cast: Click/Space • Switch: Tab • Restart: R”. At the bottom center show a translucent rounded objective/status message; use a pale green victory style for success and pale red styling for defeat. Keep the overall look cheerful, clean, colorful, and readable, with no HUD/debug overlays beyond these gameplay indicators.