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Room English was built by Phone Mobile 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 Room English 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.
Recreate a mobile-friendly 3D educational mini-game titled “Room English.” Use a Three.js-style scene with a fixed perspective camera at approximately (4.6, 4.4, 5.8) looking toward the center of a small room; there is no player movement or camera control, only tap/click interaction with objects and on-screen answer buttons. Render a dark navy room with fog, a large dark blue floor, a slightly lighter blue rectangular rug, and a dark back wall. Light the scene with soft cool ambient/hemisphere light, a warm directional sun casting clear soft shadows, and a subtle blue fill light. Use simple low-poly furniture in muted beige/tan colors: a study table on the left/center, an open cardboard box elevated on or near the table at center-right with visibly open flaps, a wooden chair in the front-right, an open bookcase against the back-left wall, and books placed on the shelf. The camera composition should resemble a clean stylized diorama, with the box, golden key, table, and chair prominent and strong shadows on the floor. The main interactive teaching object is a bright metallic gold key standing on the tabletop at the left of the open box. Model it simply from a narrow vertical rectangular shaft, a gold torus/ring at its bottom, and two small teeth; make it rotate slowly around its vertical axis continuously. Tapping/clicking the key selects it, slightly enlarges it, and changes the feedback message to “Key selected. Now tap the open box.” The first mission shown in the upper-left HUD is “Tap the key, then tap the box.” with a “Mission 1” badge and the hint “Learn by doing: “in” means inside.” The player must tap the key first and then the open box. Tapping the box before selecting the key gives the error feedback “First tap the key, then tap the box.” After the correct sequence, move the key into the box, award 5 points, restore its scale, keep it gently bobbing inside the box, and show “Nice! The key is IN the box. “In” means inside.” After a short delay, advance to Mission 2: “Which object is IN the box?” and tell the player “Look closely. Choose the object that is inside the box.” Present two large touch buttons: “The key” and “The books.” Choosing “The key” is correct, awards 2 points, and advances to Mission 3; choosing “The books” leaves the mission active and displays “Try again. The key is the object IN the box. “In” = inside.” Mission 3 asks “Choose the word: The books are ___ the shelf.” Present buttons “IN,” “ON,” and “UNDER.” “ON” is correct, awards 3 points and displays feedback explaining that “On” means touching the top surface, then show “Mini level complete!” with a Reward badge and buttons “Play again” and “Try a new word.” The incorrect choices display feedback explaining that a shelf supports objects on its top, so the books are ON the shelf. “Play again” resets score and state to Mission 1, returns the key to the table, clears choices, and restores the initial feedback. “Try a new word” starts a variation asking “Choose the word: The chair is ___ the table.” with IN/ON/UNDER buttons; only UNDER is correct, awarding 3 points and showing “Correct! The chair is UNDER the table.” plus a “Restart level” button. Build the HUD as a responsive fixed overlay over the full-screen canvas. Use a dark translucent navy glass-like panel with rounded corners and subtle border/shadow. At the top-left show the mission badge in uppercase light blue and large bold white mission text; at top-right show a compact rounded score panel with a star icon and score, initially “⭐ 0.” At the bottom show a wide feedback panel with readable instructional/error/success text, and place answer buttons beneath it. Use blue buttons for normal actions, slate-gray buttons for secondary/incorrect choices, and green buttons for correct/success actions; make them large enough for touch. Use white/system sans-serif typography, dark navy background, rounded UI, and pink/red border coloring for bad feedback and green border coloring for good feedback. The overall tone should be a calm, polished, minimal 3D language-learning room where the spatial relationships of key, box, books, shelf, and chair teach the prepositions IN, ON, and UNDER by direct observation.