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Neon Requiem

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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. Testador built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Neon Requiem yet. Play it, then tell Testador what you would add next.

Make your own game

Neon Requiem was built by Testador 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 Requiem 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 Neon Requiem

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 playable first-person 3D cyberpunk stealth/action game titled “NEON REQUIEM · THE NEON WARD.” Use Three.js-style real-time 3D rendering with a perspective FPS camera, mouse look, and keyboard/mobile controls. The player is a small stylized futuristic runner character visible only when viewed externally/debugged; in normal play the camera is first person and a compact pistol is visible at the lower-right. The player starts on a broad wet tiled urban street at z=8 and moves forward through a long neon city district. Use WASD movement, mouse look, Space jump, left mouse or a mobile FIRE button to shoot, E to interact, Q to hack the terminal, R to reload, and C or a mobile HIDE button to enter/leave cover. Include a centered cyan crosshair. On mobile, show large FIRE and HIDE buttons at bottom-right and show an action button near the bottom center whenever an interactable is close.

Build the environment as a rainy, foggy night city, but with a pale blue sky/fog background visible between tall dark buildings. The street should be an extremely long rectangular wet concrete/tile surface with reflective PBR-like texture, subtle blue lane lines, and a bright magenta center line extending into the distance. Add repeated cross streets and pale curbs. Surround the road with many blocky high-rise buildings made from dark brick and concrete materials, with horizontal luminous window/sign strips in magenta, cyan, yellow, and violet. Mix in a few commercial/skyscraper and road-crossing modular city assets if available. Use strong soft shadows, hemisphere lighting, a warm directional moonlight, pink and cyan local lights, ACES-like contrast, and blue rain particles falling throughout the scene. The overall style is low-poly/stylized but textured, wet, dark, and strongly neon-lit.

Populate the street with civilians: roughly ten simple low-poly humanoids wearing varied blue, green, orange, or purple jackets and dark pants, walking/idly swaying at intervals down the road. Place a purple-jacketed informant named Mara near the start at approximately x=3.2, z=-18, representing the Neon Ward bar contact. Add three hostile pursuers/guards in dark red clothing near the starting area. Each enemy has a glowing pink alert ring around them, follows and looks toward the player, and moves more aggressively when it can see the player. When the player is hidden, enemies search with reduced movement speed and wandering offsets; when the player is visible they pursue directly. If one gets within about 1.35 units while seeing the player, show “CAUGHT — TAP RESTART,” stop the game, and reveal a restart button.

Place waist-high metal barrier obstacles at alternating x positions down the road, approximately every 14 units from z=-18 onward. The player can hide only when within about 1.9 units of a barrier; if there is no nearby barrier, attempting to hide should display “NO COVER — MOVE BEHIND A BARRIER.” While hidden, shrink/lower the player slightly, hide the magenta trail, slowly restore stealth, and display “HIDDEN IN COVER — STAY QUIET”; leaving cover displays “BACK IN THE RAIN.” If the player moves away from the barrier, automatically cancel hiding and display “COVER LOST.” Stealth begins at 100 and falls while exposed, while a threat percentage is derived from forward distance and is reduced by being hidden.

Implement the mission progression exactly as a linear objective chain called “GHOSTS IN THE WIRE”: initially “Fale com Mara no bar Neon Ward.” Interacting with Mara within roughly 3.2 units advances to “Invada o terminal no Setor 09” and displays dialogue explaining that Helix Dominion lost a neural processor containing human memories. Place a glowing cyan terminal at about x=-3.4, z=-72. Pressing E or Q (or the contextual HACK button) while near it changes its emissive glow green, displays “Firewall quebrado. A rota para o depósito foi aberta. Guardas locais alertados.” and advances the objective to “Recupere o processador neural.” Place a glowing pink octahedral neural processor at x=2.8, z=-142; it is not interactable until that objective is active. Interacting with it removes it, gives 300 credits and 120 XP, displays that the processor was recovered and the player must decide the fate of the stored consciousness, and advances to “Volte para Mara com a prova.” Returning to Mara and interacting completes the mission, awards 500 credits and 250 XP, and displays “MISSÃO CONCLUÍDA +500 CRÉDITOS.” After completion, the mission text should read “CONCLUÍDA — Ghosts in the Wire.”

Implement pistol combat with 12 rounds loaded and 48 reserve ammunition at the start. Each shot consumes one round, has a short cooldown of about 0.22 seconds, briefly shows a bright yellow muzzle flash, and raycasts from the center crosshair into the scene. A hit on a pursuer deals 34 damage; enemies start with 100 health, disappear when defeated, and award 75 XP and 50 credits. If the magazine is empty, initiate reload; R also reloads. Reload takes about 0.9 seconds and fills the magazine from reserve, up to 12 rounds. Display hit, reload, and weapon status messages.

Create a HUD over the game view: top-left magenta title “NEON REQUIEM · THE NEON WARD”; below it show “HP 100 · XP [value]”, “PISTOLA [ammo]/12 · RES [reserve]”, “CRÉDITOS [value]”, and “THREAT [percent]% · STEALTH [percent]%,” with additional COVER NEARBY or HIDDEN state when appropriate. Put a mission card at bottom-left with a magenta left border, title “GHOSTS IN THE WIRE,” and the current Portuguese objective. Put centered bottom status text in spaced cyan lettering. Show a small upper-right control hint: “WASD · MOUSE LOOK · LMB FIRE · E INTERACT · Q HACK · C HIDE.” Start with a central magenta-outlined button reading “TAP TO ENTER THE NEON WARD”; tapping/clicking or pressing Space/Enter starts and resets the game. Use translucent dark HUD panels, cyan/pink/yellow borders, glowing text shadows, and a thin cyan crosshair. Show contextual action buttons labeled “E FALAR,” “Q HACK,” or “E PEGAR” when close to Mara, the terminal, or processor. Add compact dialogue panels above the bottom HUD for Mara/system/hacking messages. Maintain the atmospheric rain, moving civilians, enemy pursuit, weapon bob/FOV movement response, and long forward city vista throughout play.”,

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