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Arcade › Quantum Decoder
Click the game above and it runs right here in your browser. No download, no installer, no account needed. bottelaalexis9 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Quantum Decoder yet. Play it, then tell bottelaalexis9 what you would add next.
Quantum Decoder was built by bottelaalexis9 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 Quantum Decoder 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 browser-based sci-fi guessing game titled "Quantum Decoder" called Quantum Decoder. The player interacts with a dark, futuristic terminal interface over a continuously animated Three.js space background. Core structure and modes: - Provide two selectable modes/tabs: "Decoder" and "Scrambler". Switching modes immediately starts a fresh mission in that mode. - The default mode is Decoder. - Include a status header with a monospace/terminal-style kicker, explanatory mission text, a counter row, an attempt log, an input field, a Submit button, and a New Mission button. - Pressing Enter in the input submits, and clicking Submit does the same. New Mission restarts the currently selected mode. Start browser audio on the first click or keypress because of autoplay restrictions. Decoder mode: - Header text: "--- WELCOME TO THE QUANTUM DECODER ---". - Mission text: "A number is hidden in the Tesseract between 1 and 100. You have 7 attempts before the wormhole closes." - Randomly choose an integer from 1 through 100. - Show the counter as "Attempt" and display the current attempt as 1 / 7 initially, updating as guesses are submitted. - Use an input with the placeholder "Enter coordinates (1–100)" and numeric-style input behavior. - Accept only a non-empty integer from 1 to 100. For blank/non-numeric input, append "That's not a number! Focus, Coop!" to the log. For values outside the range, append "Coordinates out of range. Enter 1–100."; these invalid entries do not consume attempts. - For each valid guess, append "Attempt N: GUESS". If below the hidden number, append "TOO LOW. Increase thrust!"; if above it, append "TOO HIGH. Reduce speed!". - A correct guess ends the mission, disables the input and Submit button, appends "MATCH! It took you N tries." and "You’ve successfully docked with the station. Mission accomplished.", and shows a result banner reading "MATCH — Mission accomplished.". - After seven incorrect valid guesses, end the mission, reveal the number with "GAME OVER. The wormhole collapsed. The number was X.", show a banner "Wormhole collapsed — number was X.", and disable input and Submit. - At the start, clear the log and write "Tesseract lock acquired. Begin decoding…". Scrambler mode: - Header text: "--- THE TESSERACT SCRAMBLER ---". - Mission text: "The signals are crossing. Unscramble the word before the signal fades — you have 3 tries." - Randomly select one word from exactly this themed list: interstellar, gargantua, tesseract, cologne, quantum, nebula, trench. Shuffle its letters, retrying the shuffle if it accidentally remains unchanged when possible. - Show the counter as "Tries" and initially display "3 / 3"; decrement it after each incorrect non-empty answer. - Use a text input with placeholder "Your solution (type the word)". - At mission start, clear the log and append "Signals are crossing. Stabilize the channel…" followed by "Unscramble: SCRAMBLEDWORD". - Trim and lowercase the submitted answer. For an empty answer, append "No solution entered — speak up, Murph." without consuming a try. For each non-empty answer append "Solution: ANSWER". - If correct, disable input and Submit, append "IMPACTO! You decoded the signal. You're a genius, Murph!", and show the win banner "Signal decoded — IMPACTO!". - If incorrect with tries remaining, append "WRONG. The signal is fading. You have N tries left.". If all three tries are used, disable input and Submit, append "SIGNAL LOST. The word was: SECRETWORD", and show the lose banner "Signal lost — word was SECRETWORD." Visual design and layout: - Use a nearly black space-terminal background (#05060a-like) with subtle fog/depth and many tiny pale blue-white stars. The interface is a centered, responsive dark translucent panel with thin blue/indigo borders, rounded corners, cool pale text, and a technical monospace aesthetic. - At the top, show the large light-gray terminal kicker and readable mission subtitle. The counter sits above the log with the label on the left and a bold fraction on the right. - The log is a large bordered, rounded rectangular console area with a dark transparent fill, scrollable if needed. Use distinct cool colors for normal/system text, warnings, incorrect results, and successful results. The screenshot’s initial log reads "Tesseract lock acquired. Begin decoding…". - Below the log, place a wide rounded input on the left, a blue-tinted rounded Submit button beside it, and a New Mission button to the right. Add a small footer hint: "Tip: Press Enter to submit. Click anywhere to enable audio.". - Include mode tabs/buttons labeled Decoder and Scrambler, with the selected mode visibly highlighted. On win or loss, show a bordered result banner and disable the input controls until New Mission is clicked. Animated 3D background: - Render a Three.js scene full-screen behind the UI with a perspective camera positioned in front of the central object, dark near-black clear color, subtle fog, ambient cool-blue lighting, and a directional pale-blue light. - Place approximately 1200 tiny pale blue-white points in a broad starfield behind the subject, slowly drifting/rotating. - Center a glowing "tesseract"-like object: an outer translucent blue wireframe cube about size 2.2, an inner mint/aqua wireframe cube about size 1.25 with a different rotation, and eight pale-blue connector lines between corresponding outer and inner cube vertices. Rotate the overall group slowly, rotate the inner cube independently, and very subtly counter-rotate the outer cube. - Behind the wireframes, add a large soft dark-indigo emissive sphere/glow. In the center, add a small bright mint emissive faceted icosahedron core. Add around 60 tiny pale particles orbiting around the core at varied radii/heights/speeds. - The glow and core should pulse gently while a mission is active and become noticeably dimmer/subdued after game over. Keep the aesthetic as restrained emissive bloom-like lighting without requiring postprocessing. Audio: - Use Tone.js if available: initialize on the first user interaction. Use a soft triangle synth for submission feedback, a pink-noise synth for invalid input and lose feedback, and short sci-fi notes. Play C4 for a low Decoder guess, A3 for a high guess or wrong Scrambler answer, and a celebratory E5-G5-C6 ascending sequence on wins. On losses use a noise hit followed shortly by C3. Prevent sounds from firing too rapidly in succession.