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Secret Spark

  • 3d
  • romance
  • social-sim
  • cozy
  • low-poly
  • choice-based
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. Dylan Yates built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Secret Spark yet. Play it, then tell Dylan Yates what you would add next.

Make your own game

Secret Spark was built by Dylan Yates 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 Secret Spark 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 Secret Spark

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 small playable 3D cozy romance/social-sim prototype titled “Secret Spark.” Use a fixed, slightly elevated perspective camera looking diagonally across a low-poly apartment living room. The scene should have a warm brown wooden floor, dark plum walls with a corner/side wall, a round pink-red rug in the center, a coral/pink long sofa against the back wall, a small light-wood side table to the right, and two simple framed pictures on the back wall (one orange and one pale teal). Use soft warm directional and hemisphere lighting, ambient shadows, and a dark plum background/fog. The style is chunky, colorful, low-poly/blocky 3D, like a friendly game prototype.

Place two unrelated consenting adult blocky characters in the room: the player on the left/front edge of the rug and the romance interest on the right/center near the rug, facing generally toward each other. They should be visibly separate characters with simple blocky proportions and colorful clothing. Add subtle idle animation: the romance interest gently bobs and shifts rotation, and the player gently shifts rotation. Keep the camera and characters in the room; this is an interaction-driven social sim rather than a movement game.

The entire gameplay loop is performed by tapping/clicking four HUD buttons. Start with attraction at 1/100, gossip risk at 0%, and Day 1. Maintain a day counter, the current dialogue/event message, a mood state, and a finalUnlocked flag. Attraction is clamped from 1 to 100 and gossip risk from 0% to 100%. Each ordinary action advances the day by 1, updates the dialogue, updates the mood, briefly pulses both characters, and creates several small floating spark/heart particles between and above the characters. The particles should be small glowing spheres in alternating pink and golden colors, float upward, rotate, and fade away.

HUD: overlay the 3D scene with a dark translucent rounded panel near the upper left/top, using clean bold sans-serif text. Show the game title, day, a CSS-style mood portrait, mood text, a horizontal attraction bar filled with a pink-to-gold gradient, “Attraction X/100,” and “Gossip Risk X%.” The portrait is a simple illustrated face that changes as attraction increases: polite neutral colors at low values, warmer curious colors at 25+, a smiling/blushing flirty appearance at 50+, affectionate expression at 75+, and a glowing date-ready appearance at 100. Animate the portrait with a short scale bounce after an action. Show the latest event/dialogue in a translucent panel. Put four large touch-friendly buttons along the bottom in a two-column layout on desktop/mobile, collapsing to one column on narrow screens:
1. “Say something kind” / thoughtful compliment: attraction +8, gossip risk +3. Use varied warm lines such as noticing something specific and kind, complimenting confidence rather than looks, or a smile making the spark brighter.
2. “Help with a chore”: attraction +10, gossip risk -2. Use varied lines about handling a chore, tidying/making tea, reliability, lowering tension, and building trust.
3. A playful banter button. Below attraction 50, label it “Light playful banter,” grant attraction +4 and gossip +8, and use gentle lines saying it is too soon for heavy flirting or that a joke lands lightly. At attraction 50 or above, label it “Flirt back and tease,” grant attraction +11 and gossip +9, and use mutually flirty but non-explicit lines about teasing smiles, shared banter, and lingering eye contact.
4. “Keep it discreet”: before attraction 100, grant attraction +2 and reduce gossip risk by 16, advance the day, and show varied lines about keeping the connection private, avoiding nosy neighbors, and discretion lowering gossip. Give this button a dark/neutral style. If gossip reaches 80% or more after an action, show a toast warning: “Too much gossip — spend an action being discreet.”

Mood thresholds must be exact: attraction below 25 is “polite”; 25–49 is “curious”; 50–74 is “playfully flirty”; 75–99 is “openly affectionate”; and 100 is “ready for a private date.” Show a toast when the mood changes. At attraction 100, change the fourth button to “Private date fade-to-black” and make it a bright pink/orange primary button. Clicking it sets finalUnlocked true, does not need to advance the day, shows the event text “You plan a private, consensual date. The screen fades out before anything explicit.”, shows a “Fade-to-black romance unlocked” toast, and spawns a larger burst of heart/spark particles. The endpoint must remain implied and fade-to-black, with no explicit sexual content or graphic descriptions. This is a safe romance between unrelated consenting adults, with non-explicit dialogue only. Include responsive HUD sizing for phones and pointer/touch interaction, but no character movement controls or combat.

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