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Arcade › Number Faces
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Majid built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Number Faces yet. Play it, then tell Majid what you would add next.
Number Faces was built by Majid 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 Number Faces 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 mobile-friendly 3D collection game titled "Number Faces". Use a Three.js-style perspective camera with a dark navy background and light fog, following a small player ball from a raised third-person angle. The play area is a large flat round dark blue-gray cylindrical stage with a subtle raised outer torus/ring edge, lit by soft sky light and a strong directional stage light that produces soft shadows. The player is a glowing white sphere about 0.42 units in radius, resting on the stage, with a thin white torus halo/ring around its base. It moves freely over the circular stage using WASD or arrow keys on desktop, and using a left virtual thumbstick on touch devices. Smooth acceleration/deceleration should make movement feel fluid, and constrain the player inside the stage (roughly radius 13.6 while the stage radius is 15). Give the moving ball a subtle vertical bob and rotate its halo while moving. Place ten collectible characters evenly around a circle near the outside of the stage, at radius about 9.6, one for each value 1 through 10. Each character must be plain extruded 3D number text, not a number inside a badge or shape, with a small bevel and a simple happy face attached to its front: two white spherical eyes with dark pupils and a curved black smiling mouth. Characters should cast shadows, gently bob vertically, and rotate their facing direction so their front is visible toward the camera. Use these exact number/color assignments: 1 red, 2 blue, 3 green, 4 pink, 5 yellow, 6 orange, 7 cyan, 8 purple, 9 brown, and 10 red. Make 10 slightly smaller so the two-digit text fits. The core rule is sequential collection. Start with target 1 and show a fixed top-left HUD label such as "Find Red 1". The player collects a number when the ball comes within roughly 1.35 units of it. Only the currently requested number can be collected; hide a successfully collected character, increment the score and advance the target. Display a brief centered translucent dark message after success, for example "Nice!" followed by "Now find Blue 2". If the player touches a wrong, uncollected number, leave it visible and keep the target unchanged, briefly show "Not yet!" and "Find 1 first", and briefly flash the dark background with a reddish tint. The player must collect 1 through 10 in order. After 10 is collected, show "You win!" and "All the number faces are home", change the goal HUD to "You found 1-10!", and stop normal completion progression while leaving the scene visible. Use a clean responsive overlay HUD in white text with strong readable typography and subtle shadow. At the top-left, show the current goal (for example "Find Red 1"); on desktop also show a top-right hint: "Move with WASD / arrows, or the thumb stick. Touch the happy numbers in order." Centered feedback messages should use a rounded translucent dark panel with a light border. Put a rounded translucent "Restart" button at bottom-right that resets the target to 1, score to zero, restores all numbers, returns the player to the center, clears messages, and can also be triggered with the R key. On coarse/touch input, show a large translucent circular joystick at bottom-left with a smaller white thumb knob; hide the desktop hint there. Keep the presentation minimal and focused on the dark stage, colorful extruded number faces, shadows, and the white player ball.