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Arcade › Red Hearts
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Remix Red Hearts 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 mobile-first sci-fi romance visual-novel/deduction game titled “Red Hearts.” The player is on a starliner shift in a parody space setting where three attractive crew members may be connected to sabotage. The core loop is: choose or switch between three candidate profiles, read one scene per round, select one of three dialogue responses, and manage two visible meters—Heart Sync (affection) and Sus Meter (suspicion). There are three rounds per route. Tapping/clicking a response immediately applies its heart and suspicion changes, shows the response’s flavor text above the next dialogue, and advances to the next scene; after round three, show a character-specific ending and an “Ending recap.” Allow switching profiles by tapping their cards at any time, including after an ending to compare endings. Include a “New shift” restart button and, on the ending screen, a “Play again” button. Keyboard controls should also work: 1/2/3 switch to Astra/Byte/Vela, R restarts, and Q/W/E choose the first/second/third response. Characters and routes: 1. Astra, badge A, pink color, role “Pilot • suspiciously smooth.” Bio: “Knows every shortcut through the station, every bartender by name, and exactly how long to hold eye contact.” Start suspicion 18. Three scenes: “Docking Bay Meet-Cute” (Astra leans against a shuttle; they offer tours and excellent first impressions), “Moonlit Cafeteria” (they suggest ditching dessert and stealing a shuttle for a moon with better pie and worse laws), and “Escape Pod Confession” (red warning lights; they say one of you is hiding something and they only break hearts recreationally). Give each scene three choices with these effects: scene 1 Flirt back +18 heart/+5 sus; Ask for credentials +7/-7; Joke about airlock crimes +4/-12. Scene 2 Say yes instantly +17/+10; Counter with a legal date +12/-3; Ask why they know pirate pie laws +5/-10. Scene 3 Kiss them mid-sentence +22/+10; Hold their hand and ask straight up +16/-8; Accuse them of sabotage +2/-14. 2. Byte, badge B, mint-green color, role “Engineer • cute disaster.” Bio: “Grease on the cheek, sparks in the hair, and a toolbox covered in stickers that say TRUST ME.” Start suspicion 8. Scenes: “Engine Room Spark” (Byte is waist-deep in a reactor hatch), “Maintenance Crawlspace” (the two sit close while fixing wiring), and “Observation Deck” (stars, a possible first real date, and fewer crimes). Choices/effects: scene 1 Hand over the wrench +15/-6; Tease their flirting +13/+1; Inspect the reactor log +6/-4. Scene 2 Say it means you like them +20/-4; Say you also heard a weird noise +10/-8; Ask if they planted the weird noise +2/-6. Scene 3 Promise them a date +24/-6; Ask them to help catch the impostor first +16/-10; Keep things mysterious +10/0. 3. Vela, badge V, blue color, role “Security chief • probably dangerous.” Bio: “A voice like velvet over steel. Watches every corridor like it personally insulted them.” Start suspicion 26. Scenes: “Checkpoint Chemistry” (a security check that may also be flirting), “Evidence Locker” (Vela asks the player to prove they are worth an exception), and “Bridge Blackout” (emergency lights; Vela asks the player to stand behind, beside, or in their way). Choices/effects: scene 1 Confess the pulse thing +17/+4; Ask if this line works often +12/-2; Ask what they were doing near the alarms +6/-11. Scene 2 Step closer and hold eye contact +19/+5; Offer to share clues +14/-7; Search their desk while talking +3/-14. Scene 3 Stand beside them +22/-8; Stand behind them and flirt anyway +14/+4; Stand in their way and accuse them +1/-16. Maintain independent affection and suspicion values for every candidate, clamped from 0 to 100. The selected candidate’s affection drives Heart Sync and their suspicion drives Sus Meter. Heart Sync starts at 0; each candidate’s Sus Meter starts at Astra 18, Byte 8, Vela 26. Display each profile card with name, role, badge/icon, “Heart X% • Sus Y%,” and visibly highlight the active card. The top HUD should show current scene title, turn “1 / 3” through “3 / 3,” Heart Sync with a cyan-to-pink progress bar, and Sus Meter with a matching glowing progress bar. Show a scene caption with a small LOCATION label. Endings must be determined after three choices using the selected character’s affection and the selected route’s final suspicion. Treat suspicion <=38 as having caught/cleared the actual impostor. If suspicion <=38 and affection >=48, show “[Name] Route: Real Date, No Airlock” and text explaining that the candidate was not the impostor, the sabotage is cleared, the shift is survived, and a real date is secured. If suspicion >38 on Astra, show “Astra Route: Stolen Shuttle Romance” with a chaotic stolen-shuttle/contraband-pie/warrants outcome. If suspicion <=38 on Byte, show “Byte Route: Soft Launch” with a cute cocoa-and-reactor-harmonics outcome. If suspicion >38 on Vela, show “Vela Route: Power Couple on Probation” with missing security reports and a strategic-relocation date. Otherwise show “[Name] Route: Suspiciously Promising,” describing unresolved answers, charged chemistry, and plans for a second date. On ending, replace choices with a recap showing final Heart and Sus percentages, preserve the selected profile cards, and let the player switch profiles to recalculate/display that route’s ending. Presentation: use a Three.js animated 3D lounge/stage behind the HTML interface. Create a dark purple/indigo space backdrop with a starfield of many white points, a low circular metallic platform, and a glowing rotating violet ring around it. Place three simplified floating astronaut/crewmate figures on separate pedestals in a row: rounded colored capsule torso, spherical head, glossy glowing visor, dark backpack, rounded arms and dark legs. Astra is pink with cyan visor, Byte is mint with gold visor, and Vela is periwinkle blue with pink visor. Characters gently bob and rotate; pedestals rotate; the ring and starfield animate. The selected character should be slightly larger/brighter, pulse subtly, have a stronger visor glow, and cause a gentle camera X shift toward that character; nonselected figures should be dimmer and smaller. Use soft cyan, pink, and warm lighting, fog, emissive materials, and a polished neon sci-fi romance aesthetic. Build the readable interface as translucent glassmorphism panels over the scene: rounded dark panels, thin pale borders, backdrop blur, white/lavender text, muted lavender secondary text, pink/cyan/gold accents, and soft shadows. On desktop use a top HUD, a two-column middle area with the 3D scene on the left and a scrollable dialogue panel on the right, and a bottom strip of candidate cards plus actions. On narrow/mobile screens stack the scene above the dialogue panel and put candidate cards in a horizontally scrollable strip; keep buttons large and touch-friendly. The dialogue panel shows the active candidate’s large colored badge, name, role, bio, scene dialogue, gold hint text, and three stacked response buttons with a bold choice label and smaller effect/flavor description. Do not add unrelated combat, inventory, weapons, or extra mechanics.