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Rainbow Chapters

  • 3d
  • first-person
  • arcade
  • stealth
  • chase
  • collectathon
  • horror-lite
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. Evan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rainbow Chapters yet. Play it, then tell Evan what you would add next.

Make your own game

Rainbow Chapters was built by Evan 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 Rainbow Chapters 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 Rainbow Chapters

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 first-person 3D arcade stealth/chase mini-game titled “Rainbow Chapters,” using Three.js-style rendering and a dark neon aesthetic. Begin with a centered translucent dark welcome panel over the game showing the title “Rainbow Chapters,” text explaining that it is a 5-chapter mini-game, the goal to collect 6 Stars and reach the Exit, a “Play” button, and a note that clicking enables audio. When Play is clicked, enter pointer-lock first-person mode; Esc releases the mouse and returns the welcome/pause overlay. Show a compact top-left HUD throughout with the game title, controls (“Click to lock mouse • WASD to move • Shift sprint • Esc unlock”), chapter indicator, “Stars: 0/6”-style counter, and a status such as “Explore,” “Collect stars,” or “Exit unlocked.”

The main hub is a large enclosed square neon-dark room with a very dark blue-black floor, ceiling, walls, subtle blue lighting, and glowing blue strips along the lower wall edges. Place five colored portal pedestals along one wall, each made from a short dark cylinder base, a bright emissive colored ring standing vertically on a central post, and a floating dark label slab. Their colors should be red, orange, yellow, green, and blue/purple for Chapters 1–5. The player starts at the opposite side of the hub. Walking close to a pedestal and pressing E starts the corresponding chapter; update the hint to say which chapter can be started. Movement uses WASD or arrow keys relative to the camera, mouse look through pointer lock, and Shift for faster sprinting. Keep the player at a fixed first-person eye height around 1.7 units and constrain movement inside the room.

Each chapter is a small enclosed rectangular arena with a dark floor, ceiling, walls, blue emissive wall strips, simple dark square cover blocks scattered around, six floating glowing golden collectible objects that rotate and bob gently, and an exit door centered on the far wall. The collectibles can be stylized low-poly glowing gold faceted stars/icosahedra. The player begins near the wall opposite the exit. The objective is to collect all six objects, after which the exit’s indicator lamp changes from red to bright green and the HUD status becomes “Exit unlocked.” Walking into the exit zone then clears the chapter, plays short musical tones, displays a chapter-cleared message, and returns the player to the hub after a brief delay. If a roaming character touches the player, play a hit/noise cue, show who caught the player, reset the current chapter, and restore its six collectibles and enemies.

Use simple stylized enemies: colored capsule-shaped bodies with a transparent face decal consisting of two dark eyes and a curved dark smiling mouth. Enemies cast shadows and are colored according to their names. They should be visually distinct but geometrically simple. Implement these chapter rosters and behaviors exactly:
- Chapter 1 / Training: Blue, Green, and Yellow in a relatively open 26-by-26 room. Blue and the others generally chase; Green wanders and periodically pauses while facing/listening toward the player; Yellow uses a patrol-like orbiting offset while pursuing.
- Chapter 2 / Vents: Purple, Vent Purple, Orange, and Green in a 28-by-22 room with cover. Purple pursues with a wandering/lurking offset; Vent Purple periodically teleports/pops to random positions near the room edges as if emerging from vents; Orange is a fast pursuer; Green wanders and pauses.
- Chapter 3 / Birdroom: Yellow Bird, Cyan, Blue, and Purple in a 24-by-28 room. Yellow Bird flies above the floor in circular sweeps around the room, bobbing vertically and sometimes diving/steering toward the player; give it simple horizontal wing pieces. Cyan is a fast zig-zag chaser; Blue pursues; Purple uses its offset/lurking pursuit.
- Chapter 4 / Blackout: Black, White, Orange, and Green in a 26-by-26 room. Periodically trigger a roughly 1.2-second blackout pulse, making the fog nearly black and substantially reducing hemisphere, directional, and fill lighting, then restore visibility. Black pursues and accompanies the blackout effect; White chases and temporarily slows the player when within close range; Orange is fast and Green wanders/pauses.
- Chapter 5 / Finale: Red, Blue, Orange, Cyan, Purple, Vent Purple, Pink, Brown, Gray, White, Black, Yellow, Yellow Bird, and Green in a larger 30-by-30 room with more cover. Use the same mixed behaviors, with blackout pulses occurring more frequently than Chapter 4. Pink periodically teleports to a random nearby position around the player; Brown guards near the exit but chases when the player comes within its alert radius; Gray is a slow tank; Red is a slower boss-like pursuer; Orange, Cyan, and Yellow Bird remain the faster threats. The exit guard should make the final approach dangerous.

Use the actual movement and collision feel of a lightweight browser game: ground enemies move toward the player in the horizontal plane and are clamped inside the room, contact causes an immediate chapter reset, and the player is also clamped away from walls. The White enemy applies a temporary movement slow when close. Stars are collected by approaching them rather than pressing a button. The exit remains locked until all six are collected. Include simple Tone.js-style audio feedback initialized only after user interaction: short notes for portal selection and star collection, a higher stinger on unlocking and winning, brief teleport/vent cues, and a noise/hit cue on capture and blackout. Render with a dark background, soft shadows, hemisphere plus directional and blue point lighting, emissive colored accents, and an uncluttered HUD/hint line at the top-left.

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