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Quiet Heist

  • 3d
  • stealth
  • top-down
  • arcade
  • heist
0
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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. huy thái built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Quiet Heist yet. Play it, then tell huy thái what you would add next.

Make your own game

Quiet Heist was built by huy thái 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 Quiet Heist 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 Quiet Heist

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-playable 3D stealth game titled "Quiet Heist". Use a top-down third-person camera that follows a small player character over a compact rectangular indoor heist floor; keep the camera elevated at roughly a 14-unit distance with a perspective view. The scene should have a very dark navy background and floor, subtle blue-gray square grid lines, soft fog, cool overhead lighting, shadows, and teal/blue accent lighting for a sleek nighttime museum or facility feel.

The player is a small stylized humanoid character starting near the lower-left area of the map. Move with WASD or the arrow keys; support a mobile virtual joystick. Holding Shift makes the player run faster, and Space makes the character hop/jump. The player collides with cover walls, so walls should block movement rather than allowing the character to pass through.

Build the level as an open rectangular floor with dark blue-gray low cover walls arranged as a simple maze: boundary-like wall sections near the upper and side areas, plus several interior horizontal and vertical wall segments creating routes and hiding areas. Place a glowing teal circular escape pad at the lower-left corner, separate from the player’s initial position. Place the objective gem toward the right-center/lower-center of the room: a small dark pedestal with a bright cyan-blue glowing faceted octahedral gem floating/rotating above it. The gem should visibly bob slightly and emit blue light.

Add three stylized humanoid guards. They patrol continuously along fixed rectangular waypoint routes at different parts of the room, rotate to face their direction of travel, and move at a steady moderate speed. Each guard has a translucent pink/red fan-shaped vision cone projected onto the floor in front of them and a small red eye/light, making their detection area obvious. A guard detects the player when the player is within about 4.5 world units and lies in front of that guard within the cone’s forward-facing angle. While detected, build an alert meter/state; if the alert fills, end the run as caught. Alert should also slowly decay when the player leaves detection, allowing the player to hide or run away. Do not add combat, weapons, lives, or attacks.

The goal is a two-step stealth sequence: first approach and collect the gem; when the player gets close, hide the gem and change the HUD status to "Gem secured — get to the teal escape pad!" Then navigate back to the teal escape pad while avoiding the guard cones. Reaching the pad with the gem wins the game and displays a centered dark translucent result panel reading "Clean getaway" and "You stole the gem and escaped." If the alert fills, stop gameplay and display a centered result panel reading "Caught" and "A guard spotted you." Include a "Try again" button that resets the player, gem, guards, alert, and game state.

Use a minimal HUD over the game. At the top-left, show a rounded translucent near-black panel with the uppercase spaced title "QUIET HEIST" in pale lavender and a status line initially reading "Stay out of the cones." At the top-right, show a matching rounded panel with the objective text "Steal the gem, then return to the teal escape pad." At the bottom-left, show the control hint "WASD / arrows to sneak · Shift to run · Space to hop · mobile joystick supported"; hide this hint on coarse/mobile pointers. Match the screenshot’s clean stylized low-poly presentation: dark navy UI and environment, lavender text, cyan player/gem lighting, teal escape pad, and translucent magenta guard cones.

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