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Origem

  • 3d
  • narrative
  • adventure
  • exploration
  • educational
  • third-person
  • sci-fi
  • time-travel
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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. Cris built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Origem yet. Play it, then tell Cris what you would add next.

Make your own game

Origem was built by Cris 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 Origem 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 Origem

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.

Recreate a short third-person 3D narrative vertical slice in Portuguese titled “ORIGEM — O APRENDIZ DO TEMPO.” Use Three.js-style real-time 3D with a dark cinematic presentation: navy/charcoal environments, volumetric-looking fog, soft shadows, warm brass lamps, cyan emissive accents, restrained realistic low-poly geometry, and a fixed glassy HUD overlay. Begin on a full-screen title screen with a very dark blue radial-gradient background and faintly visible 3D protagonist behind it. Center the text “UMA VERTICAL SLICE NARRATIVA,” large spaced-out “ORIGEM,” subtitle “O APRENDIZ DO TEMPO,” and an outlined button “INICIAR DEMONSTRAÇÃO.”

When the player starts, place them in a quiet enclosed school/classroom and corridor environment: a large dark tiled/solid floor, four blue-gray walls, three wooden desks with brass-colored legs, a green-black chalkboard labeled “FÍSICA — ELETRICIDADE,” lockers along both side walls, and a framed doorway/sign at the far end labeled “BIBLIOTECA.” Add a few warm hanging lamps. The player is a small stylized human figure viewed from behind: blue capsule-like clothing/body, peach spherical head with dark hair, and a reddish-brown rectangular backpack. The camera is an over-the-shoulder/third-person perspective that follows the avatar and can orbit by dragging the mouse. Movement uses WASD or arrow keys; Shift moves faster; Space jumps with simple gravity and ground collision. Keep the avatar constrained to a roughly square room area.

Show a persistent HUD. In the upper-left display “ORIGEM” and “O APRENDIZ DO TEMPO,” then a translucent objective panel with a cyan vertical rule and the heading “OBJETIVO ATUAL.” In the upper-right show a translucent rounded panel titled “LIVRO DO CONHECIMENTO,” with four progress rows and cyan progress bars: “Corrente elétrica,” “Diferença de potencial,” “Campo magnético,” and “Indução eletromagnética.” At the bottom center, when near an interaction, show a rounded prompt with an E keycap and Portuguese action label. Show brief cyan-bordered toast notifications near the top-center for narrative feedback.

The initial objective is “Encontre um lugar tranquilo para estudar.” As the player approaches the library doorway, show the interaction “Entrar na biblioteca”; pressing E transitions directly to a second enclosed library room. The library should be dimmer and slightly purple/brown: many freestanding wooden shelving blocks arranged in rows, each filled with repeated colorful book spines, plus wooden reading tables and warm lamps. At the far end place a brass cylindrical relic/coil on a table, surrounded by a glowing cyan ring and a floating label “OBJETO NÃO CATALOGADO.” Set the objective to “Investigue o objeto científico sobre a mesa.” Near it, show “Examinar o objeto antigo.” On E, trigger a brief dark/fade anomaly with the toast “O relógio começou a andar para trás.” After roughly two seconds, transition to a historical laboratory.

The historical lab is a dark industrial room with charcoal floor/walls, wooden laboratory benches with brass drawers, multiple large brass coil/machine assemblies along the rear bench, warm lamps, and a strong cyan accent light. Include a stylized Nikola Tesla-like NPC in the center: dark long coat/body, peach head, pale gray hair, and a floating nameplate “N. TESLA.” The first objective is “Converse com Tesla.” Near him show “Falar com Tesla.” On E, open a bottom-center dialogue box with speaker “TESLA” and the line: “Observe a máquina. Não comece pela resposta — comece pelo que muda quando uma variável muda.” Close/advance dialogue with E or Escape, then set the objective to “Observe os componentes e pergunte a si mesmo: o que fecha o circuito?”

The lab’s hands-on sequence must be gated and linear through one interaction target at a time. First show “Investigar a fonte” at a central experiment table containing a brass source block, a circular test coil, an iron core, and a switch. On E, mark the source learned, raise the knowledge values to approximately Corrente elétrica 45% and Diferença de potencial 35%, and toast: “A fonte cria diferença de potencial. Sem caminho fechado, nada circula.” Then show “Investigar a bobina”; on E mark the coil learned, raise Campo magnético to about 58%, and toast: “A corrente na bobina cria um campo magnético.” Then show “Inserir o núcleo de ferro”; on E mark the core learned and toast: “O núcleo concentra o campo e aumenta a indução.” Then show “Acionar a chave” and update the objective to “Use o que aprendeu e faça a máquina funcionar.” If the switch is somehow attempted before all three components are learned, toast that the machine hesitates and Tesla points to the open circuit. Once all three are learned, activate the machine, set Indução eletromagnética to about 82%, toast “CONCEITO DOMINADO — indução eletromagnética,” add cyan floating particles around the experiment, and update the objective to “Aproxime-se do portal temporal.”

At the back of the lab, visibly include an inactive translucent cyan-blue torus portal. After activation show the interaction “Entrar no portal.” On E, open a final Tesla dialogue: “Você ainda não pertence a este tempo. O portal não está levando você de volta — está levando você adiante.” Set the objective to “DEMO CONCLUÍDA,” deactivate/remove the portal interaction, and after a short delay show the toast “CONHECIMENTO ADQUIRIDO • PRÓXIMO DESTINO: DESCONHECIDO.” There are no combat systems, enemies, inventory screens, or other invented mechanics: the goal is exploration, dialogue, sequential investigation, learning the electromagnetic concepts, and completing this short time-travel demo.

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