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Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about neuroQuest yet. Play it, then tell the creator what you would add next.
neuroQuest was built 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 neuroQuest 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.
Create a browser-playable 3D top-down exploration and wellbeing game titled “neuroQuest — Your Own Little World.” Use Three.js-style real-time 3D rendering with a soft, colorful, low-poly/casual aesthetic. The camera should be a perspective top-down camera following the player at about a 13-unit distance, with WASD/arrow movement and a touch joystick/drag control on mobile. The player is a small spherical customizable resident wearing a glowing blue/purple outfit, with a tiny white face marker and a subtle translucent aura. A small yellow spherical companion named Sunny follows just to the player’s right and slightly behind; Sunny can be recolored yellow, calm blue, or gentle pink. Build a calm pastel town/park world on a large mint-green circular ground plane with fog fading into the same pale aqua background. Include a cream-colored circular ring road, a pink circular plaza, and a handful of town buildings arranged around the map: Home, Market/Supermarket, School, Doctor, Cafe, and Station. Buildings should be simple colorful rectangular structures with orange low-poly roofs and small white signs. Add environmental props where available: large trees around the edges, a fountain at the plaza, and benches. Use soft daylight, ambient hemisphere lighting, warm directional sunlight, soft shadows, and gentle low-poly forms. The visual tone should be quiet, friendly, uncluttered, and reassuring. Place exactly five glowing golden thought orbs around the town at different locations. They should be faceted/icosahedral, bob vertically, rotate, emit a warm orange-gold glow, and disappear when the player comes within collection range. Collecting one increments the thought counter, awards 5 coins and 10 XP, and shows a toast such as “+5 coins · thought collected ⭐.” Track and display level, XP, coins, and completed missions. Level up when XP reaches the current level threshold (100 XP per level), carrying over excess XP and showing a celebratory level-up toast. Show a progress bar and a daily quest/status line that says either “Daily quest: explore one new place” or, once thoughts are found, “Daily quest: N/5 thoughts found · Sunny is [mood].” Overlay the game with a dark translucent, rounded glass HUD panel in the upper-left. It should contain the mint uppercase tagline “A TINY WORLD FOR YOUR MIND,” the title “neuroQuest,” explanatory text about exploring a colourful town, meeting people, and practicing everyday choices at your own pace, the level/XP/coin/mission readout, progress bar, daily quest line, and buttons: “Customize me,” “Sensory mode,” and “Sunny.” Put a dark translucent “Town map” panel in the upper-right with buttons for Home, Market, Station, School, Doctor, Park, Cafe, and Talk, each with appropriate emoji labels. Keep a pill-shaped bottom hint reading “WASD / arrows to move · touch joystick on mobile · collect ⭐ thoughts and complete quests.” On small screens, stack/reposition these panels so they remain usable. Implement these interactions exactly: - Clicking a town-map location moves/teleports the player near that place. Home, Supermarket/Market, School, Doctor, Park, and Cafe open a modal challenge; each presents a short everyday situation and several valid coping/action choices. Examples include tidying or asking for help at Home, using a list or quieter aisle at the Supermarket, finding a quieter wall/headphones/asking staff at Station, asking for the first step or using a quiet corner at School, looking at a calming picture/writing questions/asking about wait time at Doctor, choosing a calm bench or taking a break at Park, and finding a quieter seat/headphones/taking a break/leaving and returning later at Cafe. Each choice gives supportive text, increments missions, awards 20 XP and 2 coins, sets Sunny’s mood to Proud, and shows a “Quest complete! Sunny is proud of you 💛” toast. Include a close button labeled “Close for now.” - Station opens a modal mini-game called “🎵 Station Beat Ride” rather than a challenge. Show four large lanes/buttons with left, up, down, and right arrows. Every roughly 700 ms the highlighted glowing lane advances. The player can click the lane or use the matching arrow key; correct hits award score (10 plus a combo bonus), increase combo, and after 8 successful beats complete a mission, award 25 XP, and show a rhythm quest completion toast. Incorrect hits reset combo but have no harsh penalty and use reassuring text such as “That one passed — take a breath and catch the next beat.” Include score, combo, instructions, and a “Leave the rhythm game” button. - Talk opens a social-choice modal showing “Hey, do you want to hang out?” with Yes, Maybe/let me know later, and No options. Each response gives affirming text, increments missions, awards 15 XP and 2 coins, sets Sunny to Listening, and shows “Conversation quest complete 💬.” - Customize me opens a modal allowing the player outfit to switch among blue, pink, golden, and mint colors. Sensory mode opens settings for “Softer lights,” “Reduce visual effects,” “Larger text,” and “Slow conversations.” Softer lights changes the background/fog to a paler color; reduce visual effects reduces the player aura opacity; larger text increases the interface text size; slow conversations is a stored preference. Sunny opens a modal with the three companion color choices. Use supportive, non-punitive language throughout. Animate the player’s facing direction based on movement, the companion’s gentle following motion, the orb rotation and bobbing, and the player aura’s subtle pulsing. Use rounded dark modals with warm pastel choice buttons, clear readable typography, and toast notifications centered near the top. There are no enemies, combat, health bars, timers, or failure states; the core loop is freely exploring, collecting five thoughts, visiting places, making self-care/social choices, and optionally playing the forgiving rhythm activity.