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Mystère au Manoir 3D

  • 3d
  • deduction
  • mystery
  • point-and-click
  • browser
  • turn-based
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. NMS 06 Nouvelles Methodes Solidaires 06 (Nono) built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mystère au Manoir 3D yet. Play it, then tell NMS 06 Nouvelles Methodes Solidaires 06 (Nono) what you would add next.

Make your own game

Mystère au Manoir 3D was built by NMS 06 Nouvelles Methodes Solidaires 06 (Nono) 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 Mystère au Manoir 3D 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 Mystère au Manoir 3D

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 “Mystère au Manoir 3D” as a French-language browser deduction game with a dark, atmospheric 3D top-down/isometric manor scene and an overlaid HUD. Use Three.js-style rendering: a nearly black navy background with fog, a large square gray-purple floor, a burgundy central rug, warm directional sunlight, cool fill lighting, shadows, and castle-kit wall pieces forming a rectangular manor boundary with a doorway on the front edge. Arrange nine clickable square room zones in a 3-by-3 grid on the floor, with labels: Cave, Cuisine, Serre, Bibliothèque, Hall, Galerie, Bureau, Salon rouge, Observatoire. Highlight the central Hall tile in warm gold/orange while the other room tiles are blue-gray; clicking a room should visually/semantically move the player’s current location to that room and consume one of two movement points per turn. The camera is fixed above the scene, looking toward the center, with no controllable avatar; the room tiles and characters are the interactive targets.

Place three animated low-poly/blocky 3D character models in the manor, representing a subset of the suspects (Madame Roussel, Docteur Varenne, and Capitaine Lenoir). They should idle/animate in place and cast shadows. Clicking a character should add a French log message such as “[name] te fixe sans parler.” and make the character briefly hop upward, but it should not consume a movement or reveal a real clue. The complete possible suspect list used for accusation is: Madame Roussel, Docteur Varenne, Capitaine Lenoir, Mademoiselle Sorel, Monsieur Dumas. The possible hidden rooms are the nine room names above, and the possible objects are Clé ancienne, Bougeoir d’argent, Lettre brûlée, Dague de collection, and Flacon violet.

At launch, show a centered dark translucent introduction modal over the dimmed 3D scene, with a gold border and rounded corners. Title it “Le manoir prend vie” and explain in French that the investigation has become a 3D scene, suspects are animated, the manor uses 3D models, and the player can click the scene to collect clues. Include a full-width gold button “Entrer dans le manoir”; hide this modal when pressed and add a log entry saying the player enters the manor. The game is a randomly generated deduction puzzle: secretly choose one suspect from the five, one room from the nine, and one object from the five at the start. The HUD must show “Mystère au Manoir 3D”, the subtitle “Explore la scène et observe les personnages.”, “Tour 1 / 8”, the current location (initially Hall central or Hall), a scrolling event log, and the instruction “Clique sur une pièce ou un personnage.” Keep the interface in French with an elegant serif heading and compact sans-serif controls, dark purple panels, pale text, and gold accent buttons.

The rules are turn-based. Start at turn 1 with 2 moves. Each room click consumes one move, changes the current location, and records an investigation clue in the log. The clue system only concerns the room: if the clicked room is the secretly selected solution room, record a negative clue like “Ce n’est pas [room]”; otherwise record the room name as the clue. Do not duplicate an identical room clue; if the room was already inspected, log “Rien de nouveau dans cette pièce.” Each turn can be ended with a button “Terminer le tour”; unless already on turn 8, increment the turn, restore moves to 2, and log a French atmospheric message such as “Tour [n] : les ombres bougent dans le manoir.” On turn 8, ending the turn opens the accusation dialog. Also provide a button “Faire une accusation” that opens the accusation dialog at any time.

The accusation modal should be centered over the game with the same dark panel/gold border style, titled “Ton accusation”, and say “Choisis le suspect, la pièce et l’objet.” Provide three dropdowns populated with all five suspects, all nine rooms, and all five objects, plus “Accuser” and “Retour” buttons. Compare all three selections to the randomly chosen secret trio. If all are correct, end the game, show green feedback “Affaire résolue !”, and log “Victoire : le trio secret est découvert.” If incorrect, keep the game active, show red feedback “Accusation incorrecte.”, and log “Ton accusation échoue.” Clicking Retour closes the modal. Once the game is over, disable further room/turn interactions. Include responsive behavior so the HUD remains usable on narrow screens: compact title/panel, wrapped buttons, and a full-screen modal with margins. Do not add combat, inventory, walking controls, item pickups, health, scoring, or mechanics beyond the described room inspection, character observation, turn limit, and three-part accusation.

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