Arcade › N.K.O PAPERWORLD
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Edd built it with Cinevva, so it works on a phone or a tablet too.
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N.K.O PAPERWORLD was built by Edd 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 N.K.O PAPERWORLD 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.
Rebuild a browser-based third-person 3D exploration adventure titled “N.K.O PAPERWORLD,” with all visible interface text in Brazilian Portuguese. The visual theme is a handmade paper diorama: three-dimensional folded/cut paper geometry, cream paper surfaces with dark purple ink outlines, soft pastel colors, simple low-poly forms, and gentle soft shadows. Use a pale aqua background with atmospheric fog and warm directional lighting. The camera follows the small paper hero from behind in a third-person view and supports WASD movement, Space to jump, and collision against the world. Start with a full-screen title menu over a subtle aqua-to-pink gradient. Center a slightly rotated cream paper card with a thick dark-purple border and offset shadow. Show the large serif title “N.K.O PAPERWORLD,” the subtitle “Um mundo de papel. Uma história esperando para ser desdobrada.”, and three stacked outlined buttons: “COMEÇAR AVENTURA,” “CARREGAR,” and “CRÉDITOS.” At the bottom of the card display the controls hint: “WASD mover · Espaço pular · E interagir · Q habilidade · Tab inventário · M mapa”. Starting the adventure hides the menu; Load retrieves saved progress from local storage; Credits changes the menu note to a short credits message mentioning the original browser paper adventure and the CC0 Kenney Nature Kit bridge asset. The world consists of three separate low-poly paper islands/platforms floating in the scene: a mint-green “Floresta” island at the origin, a pale yellow “Céu” island positioned up and to the rear/right, and a muted orange “Mecânica” island positioned to the rear/left. Build each island from an octagonal thick paper base and a square paper walking surface. Include paper bridges between areas, colored like folded cardboard/wood; one bridge uses the Kenney Nature Kit bridge-center GLB asset but recolor it to brown paper. The environment should feel like a tabletop paper world rather than realistic terrain. The player is a tiny stylized paper character: a pink folded rectangular body, a cream four-sided/conical folded head, and a blue paper scarf. Place the hero initially on the forest island. The forest contains several low-poly paper trees made from brown polygonal trunks and stacked green folded cone foliage, small paper flowers in pink, yellow, and lavender, and a narrow blue folded-paper river. Add cream paper signs with dark borders and serif lettering such as “A FLORESTA LEMBRA,” “DOBRE O VENTO,” and other world labels. The main objective shown in the HUD is: “Encontre os três fragmentos de memória e descubra quem está rasgando o mundo.” Scatter exactly three collectible paper-star memory objects across the islands. The forest has “Carta da criadora” and “Desenho do céu”; the mechanical island has “Bilhete sem assinatura”; the sky island has “Fotografia das nuvens” in the source layout, so preserve the actual collectible placement/content behavior and require three collected memories for completion. On approaching any interactive object, show a bottom-center cream panel prompt such as “E — Carta da criadora.” Press E to interact. Collecting a memory hides it, increments the memory count and solved count, shows a dialog explaining “Memória encontrada: [label].” and saves progress. Place a purple paper altar near the center of the forest. Interacting with it before all three memories are collected opens a dialog saying the altar is incomplete and memories are still missing. Once the memory requirement is met, interacting with it reveals the ending: the final page opens; the tear was not a monster but N.K.O.’s pencil trying to erase the story because it thought nobody played with it anymore; the player folds the edges, joins the islands, and writes “continuar.” Mark the final as unlocked and display a toast such as “Final desbloqueado — volte ao altar para celebrar.” On the mechanical island, include cardboard gear cylinders and blocky cardboard machinery. Add a yellow lever labeled “Alavanca de recorte.” Interacting with it unlocks the second ability “Recortar,” displays a dialog explaining that the player can cut ribbons and open passages, and updates the ability HUD. Include a dark mechanical gate that can be examined and responds with a dialog referencing the three marks “dobrar, recortar e montar.” Include a pink ribbon gate labeled “Portão de fita”; its interaction checks whether “Recortar” has been unlocked and otherwise explains that the ribbon blocks it and the player must learn the skill on the mechanical island. Preserve the source game’s ability behavior: the player begins with only “Dobrar,” Q cycles through currently unlocked abilities, and after the lever only “Dobrar” and “Recortar” are available (the UI can name “Montar,” but do not invent an implementation for it). The HUD is made of cream translucent paper panels with thick dark-purple borders and offset shadows. Top left: “N.K.O PAPERWORLD” and the objective panel. Top right: status panel showing the current island (“Ilha: Floresta/Céu/Mecânica”), current ability (“Dobrar” or “Recortar”), and “Memórias: 0/3” through “3/3.” Bottom center: contextual E interaction prompt. Use a centered bottom dialog panel for story/interactions, with “Pressione E para fechar.” Toast notifications appear near the upper middle for arrivals, ability changes, saving, inventory, and final progress. Press M toggles a bottom-right “MAPA DE PAPEL” panel listing 🌳 Floresta, ☁️ Céu, and ⚙️ Mecânica, with their unlocked/visited states. Press Tab toggles an inventory toast describing “3 memórias e uma fita azul.” F5 saves. Implement the interactions and state faithfully: E closes an open dialog before doing anything else; otherwise it finds the nearest visible interactive within roughly 2.4 world units. Use localStorage key “nko-paperworld-save” for saving/loading the state, including island, ability, unlocked abilities, memories, solved count, final, inventory/map flags, and save version. Add small simple triangle/oscillator tones for interaction, dialogs, starting, and travel if audio is available. Keep the presentation clean, pastel, whimsical, and paper-craft-like, with serif typography and dark ink outlines matching the supplied title-screen aesthetic.