Arcade › Sealbreak Estate
Click the game above and it runs right here in your browser. No download, no installer, no account needed. levi smith built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sealbreak Estate yet. Play it, then tell levi smith what you would add next.
Sealbreak Estate was built by levi smith 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 Sealbreak Estate 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 cleanup-survival game titled “Sealbreak Estate.” Set it at night on a dark, foggy estate: use a near-black blue-green background, distant fog, soft moonlight, shadows, and a large flat grassy estate ground. Place a straight dark service path running through the center of the estate, simple stone boundary posts along the far edge, and a large locked gate at the back. Decorate the perimeter with dark hazard barrels, several tall dead red-brown cone-shaped trees/markers, and a large dark blood/contamination stain on the ground. The player is a low-poly human cleanup worker viewed from behind in a close third-person camera. Use a character with a dark head and clothing, a brown/yellow work jacket, dark pants/boots, and a small handheld tool or weapon visible at the side. Support standard third-person movement with keyboard/controller movement, walking and running animations, jumping, gravity, and a camera following behind the player. Start the player near the front of the service path, facing toward the estate, with movement speed around 4.6 and a responsive follow camera. The main objective is to clean three glowing contaminated waste pools. Place exactly three zones: Zone A at the left side of the path toward the middle distance, Zone B at the right side, and Zone C farther back-left. Each zone should be a bright lime-green glowing circular pool/disc, surrounded by a pale blue glowing seal ring, with a short vertical glowing beacon/spike rising from its center. The rings rotate slowly and the beacons bob subtly. The pools must be visually prominent in the dark scene. A zone can be cleaned only when the player is within roughly 2.25 world units of it. Show a contextual prompt near the bottom center saying “Hold position and press E or tap CLEAN” when a valid uncleaned pool is nearby. Let the player press E or click/tap a large bottom-right CLEAN button to clean the nearest eligible zone. Cleaning hides/removes that pool, increases the payout total, decreases SEALS by one, and increases THREAT by one. Zone payouts are40 for A,20 for B, and $320 for C. Add a HUD overlay with a translucent dark rounded status panel in the upper-left. It must read “SEALBREAK ESTATE,” “Hazard Cleanup Contract // Night Shift,” and show PAY (starting at $0), SEALS (starting at 3), and THREAT (starting at LOW). Include the objective text: “Clean the glowing waste pools. Every cleared zone pays — and weakens something below the estate.” Use pale green highlights for values. Threat labels should be LOW while below 2, RISING at 2 or 3, and ADAPTIVE at 4 or higher, with colors shifting from green to yellow to red. Show centered translucent notification banners for events. If the player tries to clean while not close enough, show “NO TARGET” and “Move into a glowing waste pool first.” After a successful clear, show “ZONE [letter] CLEARED” and “Contract payout +$[amount]. Something under the estate just woke up.” Include hostile low-poly zombies/creatures that arrive from the estate. Begin with two zombies, one on the left-middle side and one toward the back-right. They should use idle and walking/chasing animations, pursue the player when within 12 units, rotate toward the player, and move at a base speed of about 1.15 plus 0.34 per threat level. When close (about 1.25 units), periodically show a “CONTACT” banner with “Back away — adaptive infection detected.” After the second pool is cleaned, spawn a third zombie near the back of the estate and show “SEAL FAILURE” with “The creatures are learning your route.” Zombies should become more aggressive at higher threat, using a run/attack animation when threat exceeds 2. Cleaning the third and final pool should show “CONTAINMENT LOST” and “The job is no longer a cleanup contract. Run.” Do not add weapons, combat, health, inventory, extra levels, or additional objectives beyond the implemented cleanup, pursuit, and notification loop. Use a restrained low-poly survival-horror aesthetic: very dark blue-black surroundings, muted green ground and path, bright emissive lime waste, blue seal rings, moonlit shadows, red-brown dead trees, and glowing HUD accents. Keep the interface responsive: on desktop put CLEAN at the lower-right and on narrow screens keep it usable with the same fixed bottom-right placement; use rounded translucent panels, subtle borders, and a centered event banner. The game should open directly into the playable estate with PAY $0, SEALS 3, and THREAT LOW.