Skip to content

Arcade › Prism Circus

Prism Circus

  • 3d
  • third-person
  • platformer
  • escape-room
  • arcade
  • low-poly
  • circus
  • collectathon
0
Remix it Discord

6 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Rachel Nelson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Prism Circus yet. Play it, then tell Rachel Nelson what you would add next.

Make your own game

Prism Circus was built by Rachel Nelson 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 Prism Circus 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 Prism Circus

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 low-poly 3D escape game titled "Prism Circus" in a bright surreal digital circus floating above a deep dark-purple void. Use an orbiting third-person camera behind a small low-poly gamer/performer avatar, with mouse or touch dragging to rotate the camera; camera-relative WASD/Arrow movement; Space to jump; E to interact. Also provide mobile controls: a left virtual joystick, jump button, and interact button. The avatar starts centered on a large hot-magenta floating rectangular platform. The camera should show a colorful multi-platform route receding into the scene, with atmospheric dark-purple background/fog, strong soft shadows, neon lighting, and floating cyan/magenta/yellow/orange confetti shapes. Use a vivid palette of hot pink, cyan, yellow, violet, orange, white, and dark purple, with simple geometric low-poly construction and Kenney-style mini-arcade/coaster hero props where available.

Build the connected floating arena from distinct platforms over the void: an 8x8 magenta Start Star Platform around world origin; a cyan 9x6 Striped Main Ring farther ahead; a yellow Funhouse Platform on the left; a violet Arcade Platform on the right; an elevated orange High Wire Platform; and a cyan Portal Platform at the far end. Include a narrow translucent/glassy Switch Bridge between the central route and the later platforms. The bridge begins low and rises after its associated switch is activated. Put a magenta locked gate across the approach to the final portal; remove it when the second switch is activated.

Decorate the arena with a large striped circus tent on the central cyan ring, made from alternating magenta and white low-poly radial panels with a dark cylindrical base, central pole, and cyan flag. Add smaller cyan/white and yellow/magenta tents on the side platforms. In the yellow funhouse area, add magenta/cyan walls and two translucent glass mirror-like wall panels. Scatter circus and arcade props: prize wheels, a station gate, claw machine, arcade machine, dance machine, ticket machine, basketball game, and another prize wheel on the high platform. Add colorful thin candy-rail posts along the route. Keep these primarily as visual obstacles/props unless they are explicitly part of the mechanics.

The objective is to collect exactly 6 glowing yellow key tokens, activate exactly 2 nearby puzzle button switches, then reach the exit portal before a 3-minute countdown reaches zero. Show a persistent HUD at the top with the game title "PRISM CIRCUS", "Keys 0/6 · Switches 0/2", and a digital timer beginning at "03:00". Show an opening translucent dark-purple instructional panel centered on screen with the heading "Escape the Loop", text explaining "Collect 6 glowing keys, press 2 puzzle buttons, then enter the exit portal.", controls "WASD/Arrows move · mouse drag looks · Space jumps · E interacts.", and a bright Start Run button. Hide this panel when the run starts. Show contextual interaction prompts near switches, checkpoints, and the portal.

Place six hovering, rotating gold/yellow key-shaped tokens that gently bob and emit a glow, distributed along the route: near the start, on the central ring, in the funhouse, near the funhouse route, on the arcade side, and on/near the high-wire approach. A token is collected automatically when the player comes within roughly 0.78 world units, disappears, increments the key counter, and displays a brief "Key token collected." message.

Place two low-poly circular puzzle buttons: a cyan button on the funhouse side and a yellow button on the arcade side. They are activated only when the player is nearby and presses E (or the mobile interact control). On activation, change their tops to green/checkpoint color and depress them. The cyan/bridge switch raises the glass Switch Bridge; the yellow/gate switch removes the locked magenta portal gate. Only one activation per switch is allowed. Put two glowing green checkpoint rings with small green cones: one near the funhouse area and one on the elevated high-wire area. When close, press E to save that checkpoint; later failures respawn the player there. Checkpoint rings rotate.

Add three roaming glitch hazards, visually formed from glowing translucent hot-pink/red faceted icosahedral cores with cyan torus-knot wire rings. Move them continuously back and forth along fixed routes: one across the central ring, one through the funhouse, and one across the high-wire platform. Rotate them as they move. Touching one immediately resets the avatar to the most recently saved checkpoint, clears velocity, and briefly displays a respawn message. Falling below the arena also respawns at the last checkpoint. The player can jump across platform gaps, and normal gravity, collision with the solid walls, and platform landing should apply.

At the far end, place a cyan glowing exit portal on the cyan Portal Platform: a large vertical cyan torus ring with a translucent glowing circular disc, initially dim and contracted, behind the magenta gate. The portal becomes open and more intensely glowing/animated only after all 6 keys and both switches are complete. When the player is near it, show "Press E to escape" if open, or "Portal locked — collect keys + switches" otherwise. Pressing E at an open portal wins; walking into the open portal also wins. On success show a result overlay titled "You Escaped" with text explaining that every key was collected and the digital circus loop was escaped. If the timer reaches zero first, stop the run and show a loss overlay titled "Time Melted" explaining that the timer hit zero. Include a restart control that resets keys, switches, timer, portal, gate, bridge, checkpoints, and player position.

Use a 180-second timer that counts down only while the run is active. Movement should feel responsive, with approximately 6.2 units/second grounded speed, slower air control, jumping, and a falling threshold well below the platforms. Let starting happen through the Start Run button, a movement/jump input, pointer interaction, or mobile control. The overall visual presentation should match a cheerful neon low-poly amusement park suspended in darkness, with chunky geometric assets, saturated emissive accents, translucent glass, and a clear arcade escape-room HUD.

More free browser games

Browse the whole Arcade →