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Arcade › REGRET BOUND
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Remix REGRET BOUND 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 playable third-person 3D story-adventure prototype titled “REGRET BOUND,” set in Aurelia’s scentless garden, a beautiful but decaying gothic-fantasy realm that feeds on regret. Use a dark moonlit palette of deep violet, near-black, lavender, rose-pink, pale gold, and mint green, with soft bloom-like emissive lighting, exponential purple fog, floating white sparkles, and a subtle dark radial vignette. The environment is an enclosed circular garden: a large dark ground disc, a ring of stylized purple trees around the perimeter, rotating/floating cyan and pink octahedral crystals, a palace at the far end made from a low dark cylindrical base, six pale columns, and a translucent violet half-dome. Scatter glowing butterflies throughout the garden; some butterflies should loosely orbit and follow the player, with simple flapping paired wings. Include three visible memory lanterns on poles at different garden locations, each with a warm yellow glowing orb and point-light halo. Control Aslin, a small stylized humanoid viewed from behind in an over-the-shoulder third-person camera. Model her as a teal-green dress/body shaped like a tapered cylinder, pale spherical head, and dark brown hair cap. Keep her near the ground with a slight idle bob. The camera should smoothly follow behind the direction she is facing, elevated about 3 units, and look toward her upper body. During the opening, use a slow cinematic camera move toward the center of the garden before enabling control. Core loop: explore by following the butterflies, approach and restore all three memory lanterns, talk to Mimi and Regis, make dialogue choices that change relationship values and corruption, then use Emotional Surge to defeat flower horrors and unlock the chapter-ending teaser. Keyboard controls: WASD or arrow keys to move, hold Shift to run, E to interact, and Q to use Emotional Surge. Also provide touch controls: a virtual joystick at bottom-left, a “Talk / Touch” button, and an “Emotional Surge” button at bottom-right. Constrain the player within the circular garden. The HUD is always overlaid in translucent, blurred, rounded dark-violet panels with fine lavender borders and serif typography. Across the top show three panels: “ASLIN’S HEART” with a mint/green health bar and text “Health 100 / 100”; “REGRET BLOOM” with a pink-to-violet corruption bar and text like “Corruption 6% · Memories 0/3”; and “Chapter Goal” with the current objective. Initially the goal is “Follow the butterflies and recover the lost lantern memories.” Show an opening story banner near the top-center with the title “REGRET BOUND,” subtitle “Book #1: The Kingdom of the Deceased Wings,” and the text: “Wake in Aurelia. Gather scattered memories, resist corruption, and decide what kind of mercy survives in a beautiful kingdom that feeds on regret.” Include a “Skip cutscene” button. At the bottom show an interaction prompt such as “Press E to restore memory lantern” or “Press E to speak with Mimi,” plus a desktop controls hint. On mobile, the panels stack vertically and the joystick/buttons remain visible. Aslin begins with health 100, corruption 6, zero of three memories, and relationship values for Regis, Mimi, and Josie all at zero. Corruption naturally slowly decreases during play, but using Emotional Surge increases corruption by 12 and has a short cooldown. Surge creates a burst of glowing mint petals, damages nearby enemies, and pushes them away; at corruption 80 or higher enter a Wrath state, tinting the player aura rose-pink, increasing surge damage and movement speed, but continuously draining health. At corruption 100, surge use also damages health. Enemy contact damages health and adds corruption, with brief invulnerability after being hit. If health reaches zero, show a game-over dialogue from “The God of Time” with the line “You held too tightly to sorrow and became useful to it. Touch anywhere, and I will let you wake in the garden again.” Offer “Wake again,” restoring health to 100, corruption to 18, returning Aslin to the starting position, clearing current enemies, and spawning the encounter again. Lantern interaction: when close, pressing E or Talk / Touch activates a lantern, intensifies its warm emissive glow and halo, increases the memory counter, reduces corruption by 8, and emits a gold petal burst. After the first lantern, display an Aslin dialogue: “That lantern was full of someone’s goodbye. Aurelia doesn’t erase grief — it cages it until it glows.” Once all three are restored, update the goal to speak with Mimi, then Regis. Place Mimi at one garden position as a simple stylized NPC with a blue body, pale head, and glowing blue ring at her feet. Her description is “A scholar of wings who remembers fragments of being human.” Before all memories are restored she says: “Every lantern you restore returns a name to this garden. Please, Aslin — do not let Aurelia make forgetting feel merciful.” Offer the choices “I will help you remember.” (Mimi relationship +1 and corruption -4) and “If memory hurts, why keep it?” (Mimi relationship -1 and corruption +5). After three memories, she instead says: “I remember a room with rain on the window. That memory hurts. I think that means I am still alive somewhere.” Offer “Hold onto the rain. It belongs to you.” (Mimi +2 and goal becomes speaking with Regis by the crystal path) and “We only need enough memory to survive.” (Mimi -1 and corruption +4). Place Regis Smythe elsewhere near the crystal path as a simple NPC with a muted gray-blue body, pale head, and glowing ring. Describe him as “A knight with a dented halberd and a grief he keeps polished.” Before all memories he says: “The Queen teaches us to call the prisons sanctuaries. Find the lanterns first. If they answer you, then you are not hers yet.” After all memories he says: “My sister is somewhere among these butterflies. If the Queen offers you peace without pain, strike the offer — not yourself.” His choices are “I want to save everyone I can.” (Regis +2, update goal to using Emotional Surge to clear flower horrors near the shattered gate, and spawn the encounter) and “If survival costs mercy, I will still survive.” (Regis -1, corruption +6, and spawn the encounter). The flower-horror encounter consists of three hostile low-poly enemies near the shattered gate: each is a dark red/maroon glowing spherical core surrounded by five black-red cone-like petals. They wobble while chasing Aslin, rotate to face her, and attack at close range. Each has three health; normal Emotional Surge deals two damage, while Wrath Surge deals three. Defeated enemies dissolve in rose-pink petal bursts. When all three memories are restored and the enemies are defeated, unlock a chapter-ending dialogue from “Aurelia.” If Mimi plus Regis relationship is at least 3, say: “The kingdom bends, just slightly, toward mercy. Somewhere beyond the veil, Josie is looking for you.” Otherwise say: “The kingdom smiles with too many wings. Somewhere beyond the veil, Josie is still trying to find your voice.” The final objective text should mention: “A whisper reaches Aurelia: Josie is coming. Survive until the bridge opens in Book #2.” Use simple Three.js-style geometry, soft shadows, emissive materials, point lights, subtle idle scaling/rotation of crystals and trees, animated butterflies, and short-lived colored flat-petal particle bursts for restoration and combat. Dialogue should pause movement and appear in a centered rounded panel above the mobile controls with speaker name, story line, and clickable choice buttons. The result should feel like an atmospheric playable vertical slice rather than a menu or slideshow, with a brief intro cutscene, exploration, branching conversations, light combat, health/corruption consequences, game-over recovery, and a clear chapter-ending teaser.