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Arcade › Neon Escape
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Bhargav built it with Cinevva, so it works on a phone or a tablet too.
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Neon Escape was built by Bhargav 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 Neon Escape 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 playable browser 3D third-person action/exploration game titled “NEON ESCAPE // THE LAST CITY.” Use a dark cyberpunk night city with a nearly black navy background, exponential blue fog, wet-looking dark ground, cyan and magenta emissive neon accents, rain particles, and a polished sci-fi HUD. The game should open in Sector 9 with the player at the south side of a grid-like city, facing toward a pulsing cyan signal beacon at approximately the north end. World and camera: use a Three.js-style 3D scene with a perspective third-person camera following the player from behind at about 6 units distance. The player is a compact dark metallic capsule/robot runner with a glowing cyan horizontal visor, starting near (0, 0, 12). The ground is a broad dark plane with a regular city street grid: broad dark-gray road strips crossing on the X and Z axes, cyan short lane markings along one direction and pink lane markings along the other. Place dark commercial skyscraper/building props around the streets: four larger towers at the outer corners and four smaller arcade/market buildings nearer the center. Add a beacon objective at (0, 4, -24): a dark pedestal, a bright cyan glowing octahedron, and a cyan/pink gate structure around the approach (two purple posts and a glowing pink horizontal beam). Include a cyan hemisphere/directional lighting setup, pink rim light, beacon glow, shadows, fog, and approximately 800 falling blue rain particles. The player can move around the ground and the rain should follow/recenter around the player. Core objective and combat: display the mission “MISSION // LAST SIGNAL.” Initially tell the player to disable all 3 sentries, with the beacon distance shown; after all three are disabled, tell them to reach the signal beacon. Spawn exactly three hostile animated mech sentries near (-10,0,-10), (10,0,-10), and (0,0,-30). They patrol around their home positions when far away, chase the player when within 13 units, move toward the player at roughly 1.15 units/sec, and damage the player for 8 HP when within 3 units, with about a 1.1 second attack cooldown. Each sentry has 3 HP. The player fires a forward laser with Space or the on-screen ATTACK button, subject to roughly a 480 ms cooldown. Select the nearest sentry within 7 units and in front of the camera/player firing direction; each hit removes 1 HP, briefly flashes the enemy emissive pink, and reports “HIT CONFIRMED.” A kill hides/disables the sentry, awards 35 XP, increments the disabled count, and reports “SENTRY DISABLED +35 XP”; firing without a target reports “SHOT // NO TARGET.” When HP reaches zero, reset HP to 100 and return the player to the safehouse/start position with a “SYSTEM REBOOT // RETURNED TO SAFEHOUSE” notification. Mission completion: after kills reach 3, reaching within 4 units of the cyan beacon completes the mission. Award 100 XP, add 15 NOVA friendship, display “MISSION COMPLETE // SIGNAL RECOVERED,” and change the center-screen message to “ESCAPE ROUTE UNLOCKED.” XP is shown out of 100; every 100 XP increases the displayed level and reports “LEVEL UP // SKILL POINT AWARDED.” Companion: include NOVA as an animated dog-like 3D companion, scaled slightly larger than the player, initially beside the player and following behind/alongside them. NOVA has modes controlled by chat: follow (normal movement to a position offset behind the player), wait (hold position), and search (remain nearby with a subtle scanning sway). NOVA’s friendship starts at 0/100 and increases by 3 when told to follow and by 2 when told to search, capped at 100. The HUD should show the friendship bar. The chat panel should initially say: “NOVA: I am online. Ask me to follow, wait, search, find a route, find objects, or scan for enemies.” Provide a text input with placeholder “Message NOVA...” and a SEND button. Parse these commands case-insensitively and append both the user message and NOVA’s response to a scrollable log: “follow” → “Following you. I will keep the east flank clear.”; “wait” → “Holding position. Call me when you need me.”; “search” or “find objects” → “Scanning. I found the signal beacon ahead and a hostile patrol near the north street.”; “route” → “Safest route: stay on the cyan lane, cut between the two arcades, then approach the beacon from the south.”; “enemy” → respond whether a non-disabled sentry is within 16 units (“Yes. Hostile sentries are close — weapons hot.” or “No immediate hostiles in my scan radius.”); “hello” or “hi” → “Hello, Runner. Friendship protocol is active.”; “help” → “Disable all 3 sentries, then reach the pulsing cyan beacon. Space fires.” For unrecognized input use “I can scan the district, guide you to the signal, or change my formation.” HUD and interface: create a fixed overlay with a cyan/pink neon-glass panel style, thin cyan borders, subtle glow, translucent dark gradient backgrounds, and compact sci-fi typography. At top left show “NEON ESCAPE // THE LAST CITY,” then a status panel with “RUNNER LV 1 · XP 0/100,” HP numeric text and a pink-to-cyan HP bar, NOVA FRIENDSHIP numeric text and a green-to-cyan friendship bar, plus the hint “WASD / arrows move · mouse drag looks · Space / ATTACK fires · Shift sprint.” At top right show the mission panel and “Sentries disabled: 0/3.” Center the translucent cyan text “SECTOR 9 // FIND THE SIGNAL,” replacing it on completion as described. Put a square minimap at bottom right, dark with a cyan grid: cyan dot for the player, pink dots for active sentries, and a lime dot for the beacon. Put SAVE, LOAD, WEATHER: RAIN, and TIME: NIGHT controls along the bottom left beside ATTACK. SAVE stores player position, XP, level, HP, kills, friendship, NOVA mode, day/night, and rain state in local browser storage and displays “SAVE COMPLETE // LOCAL PROFILE UPDATED.” LOAD restores those values or displays “NO SAVE FOUND.” WEATHER toggles rain and changes its label to WEATHER: CLEAR or WEATHER: RAIN, with “RAIN SYSTEM ONLINE”/“WEATHER CLEARED” notifications. TIME toggles night/day, changing the scene from dark navy night lighting to a pale blue daytime background/fog and adjusting light intensity, with label TIME: DAY or TIME: NIGHT and a cycle notification. Audio and presentation: use subtle looping ambient background music after the first pointer interaction, a laser sound on firing, and a hit/damage sound. Use short centered toast notifications for combat, save/load, weather, time, level, and mission events. Make the layout responsive: on narrow screens reposition the mission panel lower, shrink the minimap, and retain usable touch buttons. Do not add menus, inventories, weapons, enemies, objectives, or mechanics beyond this described single-sector mission and NOVA command system.