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Arcade › people don't like you
Click the game above and it runs right here in your browser. No download, no installer, no account needed. mjshehadi54 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about people don't like you yet. Play it, then tell mjshehadi54 what you would add next.
people don't like you was built by mjshehadi54 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 people don't like you 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 low-poly 3D third-person escape game titled "people don't like you". Use Three.js-style 3D rendering with a fixed follow camera behind and above the player: perspective view, camera roughly 9 units behind and 8 units high, looking toward the player and slightly ahead. The setting is a large dark circular courtyard: a blue-gray circular ground about 32 units in radius, a very dark outer ring/boundary, low dark block-like barrier pillars spaced around the perimeter, and a line of pale blue-gray square stepping stones running through the center. Use soft cool ambient sky light plus a warm directional late-afternoon light, visible soft shadows, fog, and a dark navy background. The visual style is simple stylized low-poly geometry, with Kenney/Quaternius-like blocky character assets where available and procedural capsule/sphere/box fallbacks. The player is a small bright cyan/turquoise capsule-like humanoid with a rounded top and a tiny dark face/direction dot. Start the player near the south side of the courtyard, around (0,-19), and constrain movement within a radius of about 29.3. Movement is smooth in four directions using WASD or arrow keys; on mobile provide a large translucent circular virtual joystick at bottom-left. Provide sprinting with Shift on desktop or by holding a prominent rounded red button labeled "RUN" at bottom-right on mobile. The player rotates to face movement direction. The interface is designed for a tall mobile screen but must also work on desktop. Main game loop for levels 1 through 10: scatter exactly 7 floating golden keys around the courtyard at varied positions; each key slowly rotates and bobs up and down, and disappears when the player comes within roughly 1.2 units. Show a large title at upper-left reading on separate lines "people / don't like / you". At top, show a dark rounded HUD panel with text such as "Level 1 · Keys 0/7 · Door locked" (include a monster warning on level 10). Beneath it, show instructional/status text: "Find all 7 keys. People back away when you get close, then drift back to surround you." Update the counter as keys are collected, play simple pickup tones, and when all seven are collected change the door state to unlocked and display a brief "DOOR UNLOCKED" message. Place a door at the north side around (0,21), with a dark frame and brown door panel or equivalent low-poly door asset, plus a rotating glowing lock ring in front of it. The ring is red while locked and green when unlocked. The player must collect all 7 keys before touching the door; touching the unlocked door within about 2.1 units advances immediately to the next level, resets the key collection, and rotates the key layout slightly for variety. Regular levels contain a loose surrounding group of people: use blocky humanoids in warm orange/tan colors, with roughly 7 plus two additional people per level (capped at 18). Their behavior is the central social-distance mechanic: when the player comes within 4.2 units, each person backs directly away and does not attack; when farther away, people slowly drift/orbit back toward varied-radius positions in a loose ring around the player. They should face toward the player and remain inside the courtyard. On level 10, keep the key-and-door objective but spawn a larger monster/zombie-like humanoid at the north side around (0,26), visibly distinct from the normal people. It continuously chases the player at about 5.4 plus a small level-based speed, with a slight extra speed effect based on remaining keys. If it comes within about 1.35 units, mark the level lost, add camera shake, show "CAUGHT", and stop gameplay. The HUD should say that the monster is running and explain that the player must get 7 keys and reach the door. While the monster is near, use mild camera shake. After completing level 10, start level 11 as a special friendship mode rather than the normal key/door mode. Hide the door and keys, place 8 people around the courtyard, and show a HUD such as "Level 11 · Talked 0/7 · Avoid the shadow". Seven people are friendly green humanoids with small pink markers above their heads; they walk toward the player until the player comes within about 1.55 units, at which point they count as talked to, turn lighter/white-green, and their marker changes to indicate completion. The objective is to talk to 7 friendly people, with status text explaining: "Level 11: friendly people walk toward you. Get close to talk to the green people, but stay away from the dark shadow person." The eighth person is a nearly black/dark shadow humanoid with a dark marker; it slowly drifts around a wider ring and must be avoided. If the player gets within about 2.15 units of the shadow, immediately lose the level, shake the camera, show "TOO CLOSE TO THE SHADOW", and explain that R or RUN retries level 11. When all 7 friendly people have been talked to, win the game, show "PEOPLE LIKE YOU NOW", and display a final message that people like you now. For loss or win states, stop normal updates and let the player press R on desktop or tap RUN on mobile to restart; a win restarts at level 1, while a loss restarts the current level. Include short synthesized tones for pickups, talking, unlocking, catching, and shadow danger. Add brief center-screen flash messages for level starts, "LEVEL 10: RUN.", "LEVEL 11: TALK, DON'T TOUCH THE SHADOW", "TALKED", and the other state changes. Keep all objects, people, keys, monster, door, and UI readable against the dark courtyard, with responsive resizing and shadows. Do not add combat, weapons, health, or attacks: the challenge is navigation, social distance, collection, pursuit, and conversation.