Arcade › Noah
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ehehehejj built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Noah yet. Play it, then tell Ehehehejj what you would add next.
Noah was built by Ehehehejj 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 Noah 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 third-person 3D horror exploration game titled "Noah". Use a dark, cinematic abandoned-hospital atmosphere: a compact square room made from a 5x5 grid of dark floor tiles, enclosed by nearly black-gray walls, with an entrance/doorway on the far wall. Use heavy blue-black fog, very dim cool ambient/directional lighting, faint point lights, soft shadows, and a restrained realistic game-asset aesthetic. The player is Noah, represented by a realistic-proportioned casual hoodie character with jeans-like clothing, viewed from behind and slightly above in a third-person camera that follows at about 4.2 units distance and 1.65 units height. Noah starts near the center of the room. Include atmospheric furnishings: a single bed toward the back-left, a chair toward the right side, a small table lamp toward the left side, and a small piece of debris on the floor. The scene should feel sparse, abandoned, and tense rather than action-oriented. Core gameplay is slow exploration and searching for clues about Noah's missing sister. The player can freely move around the room with a virtual joystick/touch movement area on the lower left (and keyboard fallback if supported). There is no jumping. Normal movement is about 3.2 speed; holding the run control makes Noah sprint at roughly 6.1 speed, while crouching lowers movement to roughly 1.6 speed. Play idle, walk, run, and interaction character animations when available; use idle as the crouched/sneaking animation and occasionally play a brief fear/hit reaction while standing still. Crouching visually lowers Noah slightly and is a toggle, not a hold action. Place exactly two collectible clue objects: a dark small journal lying on the bed named "Diário rasgado" (Torn Journal), and a small stained note near the right/back wall named "Bilhete manchado" (Stained Note). Give each a proximity interaction radius around 1.6–1.8 units. When Noah is close, reveal an interaction button labeled "PEGAR PISTA"; activating it adds the clue name to the inventory, removes the clue from the world, and displays a temporary message such as "Pista encontrada: Diário rasgado". The first clue should trigger a delayed brief fear reaction animation. Also place an interactable rusty brown rectangular door at the far entrance, positioned in the doorway, with a proximity radius about 2.2 units. When near it, label the button "ABRIR"; activating it swings the door open approximately 0.85π radians over about 650ms, then display "Porta aberta... continue explorando" followed later by "Você ouviu algo...". Do not add enemies, combat, weapons, health, scoring, or an actual sister encounter: the implemented experience is atmospheric clue collection and door exploration. Add a player-mounted flashlight: a warm off-white narrow cone/spotlight attached near Noah's upper body and aimed forward. It starts off and is toggled with the flashlight control; when on, it illuminates the dark room and displays "Lanterna ligada - ilumine pistas", and when off displays "Lanterna desligada". Occasionally, while the flashlight is on, show a brief tension message "Algo se moveu..." without introducing a visible enemy. Create a minimalist screen HUD in Portuguese over the full-screen canvas. At the top center show the status text, initially "Hospital abandonado • Encontre sua irmã" (Abandoned hospital • Find your sister); at the top right show an inventory line beginning with "Pistas:" and list collected clue names. Use translucent charcoal rounded rectangular touch buttons with white text and subtle borders/shadows: "CORRER" on the lower right above the other controls, "AGACHAR" above it, "INTERAGIR" at the lower right but hidden unless near an interactable, and "LANTERNA" at the lower right beside Interagir. Active run/crouch/flashlight states should use a muted red highlight. Keep the visual presentation full-screen, dark, foggy, and mobile-friendly, with responsive resize behavior and desktop keyboard equivalents: R hold to run, C toggle crouch, F toggle flashlight, E interact. Preserve the restrained horror tone and the exact simple room layout rather than expanding it into a larger level.