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Arcade › Place Astrale
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Trappes Zola built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Place Astrale yet. Play it, then tell Trappes Zola what you would add next.
Place Astrale was built by Trappes Zola 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 Place Astrale 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 playable third-person 3D exploration game titled “Place Astrale,” set in a futuristic luxury city plaza at night. Use a dark navy/purple sky and ground with atmospheric fog, cinematic neon lighting, soft shadows, and a polished stylized sci-fi/urban art direction. The player is a casual female humanoid avatar placed near the south side of the plaza, viewed with an over-the-shoulder/third-person camera that follows the avatar at about 7 units distance. Allow movement with WASD or arrow keys, running while holding Shift, jumping with Space, and camera-relative third-person traversal. Use animated humanoid movement clips for idle, walking, running, jumping as supported by the controller, and make the avatar face the direction of movement. Build a square plaza surface approximately 42 by 34 units, with four dark boulevards around its north, south, east, and west edges. Add small warm-gold lane dashes along the north and south roads. Put a large circular fountain at the center: a dark metallic/blue raised cylindrical base, a bright flat cyan-blue water disk, subtle emissive blue lighting, and twelve small glowing blue-white lights arranged around the rim. Surround the plaza with four commercial/luxury building assets positioned around the inner corners, each with a glowing pink or blue neon contour near its roof. Add taller glassy rectangular towers farther out at the corners, with alternating blue/pink neon roof outlines and repeated luminous window strips. Use strong warm pink/orange directional light from one side, cool blue rim/fill light, a faint pink point glow near the fountain, and fog that reinforces the night atmosphere. Include four benches around the fountain at roughly (-6,4), (6,4), (-6,-4), and (6,-4), using urban bench models and alternating orientations. When the avatar is within roughly 2.7 units of a bench, pressing E or clicking “S’asseoir” toggles sitting: play a sit-down animation and keep the avatar seated; pressing the same action again stands the avatar up. The lower-left instruction panel should update while seated to say that the player is sitting briefly and can press E or the button to stand, and otherwise display: “WASD / flèches pour marcher · Shift pour courir · E pour s’asseoir · H pour saluer · Espace pour sauter” followed by “Explore les boutiques, observe les voitures et installe-toi sur le banc.” Populate the plaza with four casually dressed pedestrian NPCs. They should play a walk animation and move continuously along looping sinusoidal paths, visibly wandering near the fountain and boulevards. Add four sedan cars on the north and south boulevard lanes, moving slowly horizontally across the scene in opposite directions and looping when they leave the plaza bounds. Cars should be simple stylized urban sedans and pedestrians should be animated male casual characters. Implement a weather system with two states: “clair” (clear) and “pluie” (rain). Start clear. Add a hidden rain particle system of about 900 pale blue falling points distributed above the plaza; when rain is active, show the particles, increase fog density and shift fog toward a darker blue, and attach a small pink umbrella with a gold pole to the player avatar. When clear, hide the umbrella and rain. Toggle weather with the R key or the “Pluie” button. Also automatically alternate weather every 35 minutes, with a visible countdown in minutes and seconds. In rain, change the title to “PLACE ASTRALE · PLUIE”; otherwise display “PLACE ASTRALE · 21:47.” Add a waving interaction: pressing H or clicking “Saluer” triggers a short victory/wave-style gesture animation for about 1.7 seconds, after which the avatar returns to the appropriate locomotion or idle animation. The lower-left HUD should be a translucent blurred dark panel with a thin light border and the bold heading “Place Astrale.” At the top-left show the spaced uppercase title. At the top-right show right-aligned text “Météo : clair” or “Météo : pluie” and “Prochain cycle dans MM:SS.” At the bottom-right provide three dark bordered buttons labeled “Saluer,” “S’asseoir,” and “Pluie.” Include a faint small crosshair at screen center. Make the interface responsive for mobile: retain the bottom-left panel and wrap the buttons into a compact stack/cluster on narrow screens. There is no score, combat, inventory, health, or win condition; the goal is relaxed free exploration, observing the moving cars and pedestrians, greeting, changing weather, and sitting on a bench.