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Rainbound

  • 3d
  • third-person
  • noir
  • rainy
  • exploration
  • casual
  • atmospheric
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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. Melita Daci built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rainbound yet. Play it, then tell Melita Daci what you would add next.

Make your own game

Rainbound was built by Melita Daci 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 Rainbound 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 Rainbound

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 game titled “Rainbound.” The player controls Rae, an original female protagonist represented by a casual human character model, in a very dark Gotham-inspired comic-noir city alley at night. Use a trailing over-the-shoulder/third-person camera positioned about 5.6 units behind the player, with a moderate perspective field of view around 58 degrees; the camera follows the player as she moves. The environment is a narrow wet main street running through a city canyon: a dark reflective road strip about 5 units wide, curbs along both sides, and large simplified shadowy building blocks/towers framing the street. Use nearly black navy colors, blue-gray moonlight, deep shadows, subtle red illumination near the player and cyan-blue fill lighting. Add a dense curtain of roughly 1800 small pale-blue rain particles falling continuously throughout the scene, with fog that obscures distant buildings. Include three curved street lamps along the road (roughly at left/back, right/middle, and left/front positions), each with a small warm red-orange glowing lamp head. The overall presentation should feel like a sparse, atmospheric rainy noir street rather than a bright detailed city.

Movement should support WASD and arrow keys through a third-person character controller, with normal movement speed about 4.2, Shift for running, Space for jumping, gravity, and collision/grounding against the street. Also support a mobile/touch-friendly circular ABSORB button at bottom right. Place Rae initially near the foreground/end of the street, facing toward the darker distance. Rae should have an idle animation when standing.

Populate the street with exactly three interactable moving NPCs: two civilians using casual male human character models and one blue-uniformed male enforcer/soldier. Start one civilian ahead-left around the center of the road, the enforcer ahead-right farther down the street, and the second civilian farther ahead-left. Civilians should gently wander around their starting locations using small sinusoidal side-to-side/depth motion; the enforcer should make a smaller patrol-like lateral motion. NPCs should face/look toward the player as they move. They are not combat enemies and there is no attack system: they are targets from whom the player can absorb a skill.

Implement the central interaction: pressing E or tapping ABSORB searches for the nearest NPC that has not already been absorbed. If that NPC is within 2.35 world units, mark it absorbed, increment the “Skills absorbed” counter, make its model visibly shrink slightly and play a defeat/hit/idle-style reaction; it should no longer count as a target or nearby NPC. If the nearest target is too far away, show the temporary message “Get closer — skin contact is required.” If absorption succeeds, show “Civilian skill absorbed: street sense.” for civilians, or “Enforcer skill absorbed: tactical sprint.” for the enforcer. The skills are represented by the counter and feedback only; do not invent extra powers or combat effects. The interaction requires close physical proximity/contact.

Build the HUD as fixed translucent dark glass panels with thin blue-gray borders and rounded corners. At top left show the uppercase title “RAINBOUND” with wide letter spacing and the subtitle “Gotham-inspired comic noir · original characters.” At top right show “Skills absorbed: 0” with the number highlighted red/pink, and beneath it “Nearby: civilian” (or “enforcer,” “touch range,” or “none” depending on the closest unabsorbed NPC and whether it is within absorption distance). Put temporary contextual feedback in a centered panel near the top. At bottom left show the help text: “WASD / arrows move · Shift run · Space jump · E or tap ABSORB.” At bottom right show a 76px circular dark burgundy/red ABSORB button with a subtle red glow and pale text. Keep the scene and HUD readable but very low-key, with the rainy darkness and red lamp accents dominating the mood. Use soft shadows, reflective wet materials, ACES-like cinematic tone mapping, and atmospheric exponential fog.

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