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Neon Shadow Chase

  • 3d
  • stealth
  • puzzle
  • mobile
  • neon
  • isometric
0
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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. Amit built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Neon Shadow Chase yet. Play it, then tell Amit what you would add next.

Make your own game

Neon Shadow Chase was built by Amit 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 Shadow Chase 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 Shadow Chase

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 mobile-friendly 3D stealth puzzle game titled "Neon Shadow Chase". Use an isometric/oblique top-down perspective with a fixed perspective camera looking down at a rectangular rooftop grid, framed against a dusk gradient sky and a distant ring of glowing commercial-city skyscrapers. The visual style is neon cyberpunk at sunset: deep purple/navy rooftop slab, alternating muted violet roof tiles, hot-pink and cyan edge rails, emissive green exit, yellow translucent spotlight cones, magenta/cyan glow accents, soft shadows, fog, bloom-like emissive materials, and occasional additive particle bursts. The player is a tiny stylized rooftop infiltrator: a dark purple capsule-like body with a bright cyan visor, pink scarf/ring, and a dark circular shadow blob beneath. Each level is a grid made from rows of characters: walkable floor tiles, dark shadow tiles marked visually by parasols, blocking kiosk/building props, a player start, an exit, and drone locations. Build ten handcrafted levels named First Steps, Two Eyes, Lighthouse, Night Shift, Crossfire, Gridlock, Neon Maze, Elevator Run, Twin Spin, and Final Rooftop. The levels progressively introduce more drones, rotating spotlights, and moving patrol routes; all ten levels are unlocked from the level-select screen. The player starts near the bottom and must reach the green glowing exit pad near the top without being caught.

Core gameplay: the user taps a destination tile on the rooftop; the character automatically follows a shortest grid path around blocking kiosks, with a visible pulsing ring suggesting an initial safe route tile and a shrinking/pulsing tap marker at the selected destination. Also support keyboard arrows/WASD for one-step movement. Movement is continuous between grid cells at a brisk but readable speed, with small walking bob/tilt animation and purple particle specks on steps. Kiosks cannot be entered; tapping one displays a short "Kiosks block the way." toast. Shadow tiles (the dark tiles under parasols) are completely safe from drone detection, as are the start and exit cells. Normal tiles can be illuminated by drones.

Drones are small hovering dark metallic spherical/capsule bodies with a glowing red eye, crossed arms, four cyan rotor bars, a vertical pink tether/beam, subtle bobbing, and spinning rotors. Each drone projects a translucent additive yellow sector/cone on the roof. A drone's scan direction either oscillates back and forth through a defined angular sweep, spins continuously, or travels back and forth along a horizontal/vertical patrol path while its scan angle changes. Use the ten level layouts and drone parameters as the source of truth: detection range is roughly 2.4–3.8 grid cells, scan half-angles roughly 18–25 degrees, and later levels combine several drones. A player standing in a cone on a non-shadow tile becomes lit: the cone changes toward red, a centered alert bar fills quickly, and alert drains more slowly after leaving the cone. Full alert means the player is spotted and the level fails, with a red screen flash, camera shake, red particle burst, caught sound, and a results panel saying SPOTTED! with zero stars and advice to wait in shadows. The player can escape the light before the bar fills.

Reaching the green exit pad wins the level. Trigger green and pink particle bursts and a short success sound, then show a results panel with CLEARED!, up to three gold stars, elapsed time versus the level par time, and whether the player was "Never seen." Award one star for finishing, one if maximum alert stayed at zero, and one for beating par. Save best stars per level in local storage and display them in the level selector; show total stars out of 30. The level results screen has Retry, Next, and Home. After the tenth level, show a MISSION COMPLETED screen with the final star count and buttons for Home and Replay Level 1.

HUD during play: top-left Home and Pause buttons; centered top text such as "LV 1 · FIRST STEPS · 0.0s / par 14s" in an Orbitron-like techno font; beneath it, a compact alert meter with dark background and yellow-to-red fill. Show contextual bottom toast tips, including hints about parasol shadows being safe, the alert bar draining, tapping far away auto-pathing around kiosks, and patience earning the Never seen star. Include a translucent pause overlay with Resume, Retry, and Home. P pauses/resumes, Escape also pauses, M toggles mute, and window blur pauses.

Menus and presentation: title screen is a centered dark translucent purple panel with rounded corners, pink border/glow, large stacked text "NEON / SHADOW / CHASE" where SHADOW is cyan and the other title text is white/pink-glowing, subtitle "Slip across glowing rooftops. Stay in the shadows. Reach the exit unseen.", a large pink PLAY button, cyan How to Play button, Levels/Home button, mute icon and help icon in the top-right, and a loading/Ready label. Level selection is a 5-column grid of ten neon buttons with per-level star marks, plus Home and Title. How To Play explains tap-to-move, automatic kiosk avoidance, safe shadow tiles, yellow drone cones, alert behavior, green exit, star criteria, and keyboard controls. Use responsive full-screen HTML UI suitable for touch devices, rounded neon-gradient buttons, Orbitron headings, Nunito-style body text, and a dark purple background. Add simple synthesized ambient pad music and short tones for taps, steps, alerts, failure, and success; provide mute persistence. Implement a slow camera orbit on title/select screens, but keep gameplay centered and framed to fit the whole current rectangular board. Use soft directional shadows, a warm hemisphere/directional sunset light, fog, neon rails, and a warm dusk sky dome. Do not add combat, collectibles, health, weapons, or features beyond this stealth-and-timing grid puzzle.

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