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Mystery Packages

  • 3d
  • first-person
  • tycoon
  • simulation
  • collection
  • casual
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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. Cristiano built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mystery Packages yet. Play it, then tell Cristiano what you would add next.

Make your own game

Mystery Packages was built by Cristiano 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 Mystery Packages 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 Mystery Packages

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 first-person 3D warehouse/ workshop game titled “Mystery Packages Tycoon.” Use a dark, low-poly stylized aesthetic with Three.js-like real-time lighting, soft shadows, ambient occlusion-like darkness, and a muted palette: charcoal walls and floor, warm brown cardboard and wood, gray metal shelving, and a dark near-black background. The camera is an FPS camera at roughly eye height, with mouse look and WASD movement; allow jumping if supported by the FPS controller. Start the player near the front of a small warehouse, facing a wooden workbench at the back. Build an enclosed space with a large dark gray floor, back wall, left wall, a warm wooden workbench/table centered toward the back, a tall shelving unit on the right holding several small cardboard boxes, and a simple floor lamp on the left. The workbench should have a broad top and legs, with a few small props on top. Use perspective camera framing similar to the screenshot: the bench centered ahead, shelving partly visible at right, and the lamp left of frame. Add a small white circular crosshair at screen center.

The core loop is buying and unpacking physically delivered mystery packages. Start the player with 
20. The fixed HUD has a top-left uppercase title “MYSTERY PACKAGES TYCOON,” a top-right green money counter, bottom-left controls text “WASD move · Mouse look · E interact · C collection · I packages · ESC close,” a contextual hint panel at the bottom center, and a bottom-right toolbar panel showing “Tool: BOX CUTTER [1]”. The box cutter is already equipped; there does not need to be a weapon system or combat. When the player presses I, open a dark translucent “Packages” panel in the upper-left. Populate it with four purchase rows: Cheap Package for $35, Normal Package for $80, Premium Package for
80, and Rare Package for $420, with corresponding displayed sizes 1, 2, 3, and 4. Each row has a BUY button. The player cannot buy while another package is active and sees a toast such as “Finish the current package first”; if they lack money, show “Not enough money.” Buying subtracts the price, updates the money HUD, closes the package menu, plays a brief notification, and enters a short delivery state. After about two seconds show “Delivery incoming…” followed by a package appearing on/near the workbench area, with a toast “Package arrived. Walk over and unpack it.” The delivered package is a brown cardboard cube-like parcel with separate cardboard lid/seam pieces, a slightly transparent blue-gray protective plastic layer, and a dark inner cavity. Give it a tier color/appearance and a random tier can be selected when it arrives. Do not allow a second package until the current one is resolved. The player must walk within about three meters of the delivered parcel. The contextual hint should say “Walk to the delivered package” when far away, and when close show an E prompt for the next action, such as “E · remove FRONTLEFT” or “E · remove plastic.” Pressing E sequentially removes six cardboard parts: front-left, front-right, back-left, back-right, top, and bottom. Each removed part should visibly fall downward and rotate away from the parcel over time, accompanied by a short toast like “Removed FRONTLEFT” and a simple soft tone. After all six parts are removed, pressing E requires the box cutter; if it is not equipped, show “Equip the BOX CUTTER first.” With the cutter equipped, pressing E cuts the protective plastic: fade/shrink its opacity/height, show “Plastic cut — final seal released,” play a higher confirmation tone, and reveal the contents after a short delay. Generate a random collectible item from a large item database. Include item families and examples such as Desk Lamp, Pocket Camera, Toy Robot, Game Controller, Hand Drill, Coffee Maker, Vinyl Record, Sneaker Pair, Mystery Book, Sports Trophy, Vintage Watch, Mini Computer, Garden Sprinkler, Car Model, Crystal Figurine, Strange Orb, Luxury Headphones, Toolbox, Office Stapler, and Decor Vase, with categories including Electronics, Toys, Games, Tools, Kitchen, Home, Decorations, Clothing, Shoes, Books, Collectibles, Sports, Office, Garden, Automotive, Musical Instruments, Cameras, Computers, Old Objects, Vintage Objects, Strange Objects, Luxury Objects, Random Everyday Objects, and Rare Collectibles. Allow repeated variants with “Mk.2,” “Mk.3,” etc. Assign each item a rarity from Common, Uncommon, Rare, Very Rare, Epic, Legendary, Mythic, and Extremely Rare, plus a condition from New, Like New, Good, Used, Worn, Damaged, Heavily Damaged, or Broken. Compute an estimated value from the item’s base value, rarity multiplier, and condition multiplier. Make the revealed object a simple low-poly 3D mesh matching its shape (small boxy electronics, cylinders/cones for lamps and vases, a disc for a record, shoe/book/trophy forms, or a rounded placeholder for unusual items) and place it visibly above the opened package. On reveal, open a centered dark translucent result panel with green “ITEM FOUND!”, the item name, category, rarity, condition, and a large gold “Estimated value $X.” Provide three buttons: SELL, KEEP, and DISPLAY. SELL adds the estimated value to the money total and shows a sold toast. KEEP adds the item to the collection and removes/hides the physical revealed object. DISPLAY leaves the object in the workshop, scaled down and placed on the workbench toward the left, and shows “Displayed in your workshop.” In all cases, clear the current package so the player can buy another. When the player presses C, open a dark translucent Collection panel in the upper-right with a progress count discovered/total (the source game uses 240 generated entries) and a grid of cards. Show up to 18 collection slots in a three-column grid on desktop and two columns on narrow screens. Discovered cards contain a colored swatch, item name, category and rarity, then condition and value; undiscovered cards show a dark swatch, “???,” and “Undiscovered.” Press C again or Escape to close menus; Escape closes the package and collection panels. Use dark rounded panels with thin translucent borders, subtle shadows/blur, compact sans-serif typography, green money/progress accents, warm gold buttons/value text, and brief centered toast notifications. Keep the game focused on exploration, purchasing, tactile multi-step box opening, randomized appraisal, collecting, selling, and displaying items; do not add combat, enemies, quests, or other mechanics not described here.

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