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Arcade › Seven Days Ashore
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Remix Seven Days Ashore 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 “Seven Days Ashore” as a polished, choice-driven survival story web game with a warm editorial/island aesthetic. Use a full-viewport backdrop: turquoise sea/sky at the top, a pale sandy/golden island and dark green land silhouettes below, with subtle curved white wave lines and a soft yellow sun glow. Center the UI in a large off-white translucent paper card with rounded corners, gentle shadow, and responsive layout. Use dark green-black ink, muted gray-green body text, burnt orange accents, Georgia-like serif display headings, and clean sans-serif UI text. On the intro screen, show the eyebrow “A branching survival story,” a large two-line title “Seven Days Àshore,” the premise “Your boat is gone. The island is alive. Configure your group, choose your risk level, and see if you can make it home.”, then controls for Survivors (2, 4, or 6 people; default 4) and Difficulty (Gentle tide, Unforgiving default, Storm season). Include a dark pill button “Begin the run.” On the right, show a simple decorative island vignette with a glowing sun, canoe emoji, palm emoji, and the hint “Random events. Injuries. Death. No two runs are the same.” After starting, run a seven-day resource-management narrative. Initialize the selected number of companions from the named pool Maya, Jonah, Priya, Eli, Rosa, and Theo; display their names as pills. Difficulty settings are: Gentle tide starts with food 8, water 8, supplies 5, health 4, event chance 28%, daily drain 1; Unforgiving starts food 6, water 6, supplies 3, health 3, event chance 42%, daily drain 1; Storm season starts food 4, water 4, supplies 2, health 2, event chance 58%, daily drain 2. Morale starts at 5 on a 0–10 scale, and track injured, shelter built, rescueSoon, and remaining companions. Every day presents one scene and exactly three choice cards; clicking one applies its effects, may remove a companion or injure the group, can trigger a random event based on difficulty, then drains food and water and advances the day. Clamp food, water, supplies, morale, and health at zero (morale maximum 10). If food reaches zero, add a day to the rescue plan, up to 9 days. If water reaches zero, reduce health. End in death if health reaches zero, or if water is empty during the final stretch; otherwise end when the day reaches the current maximum or day 9. Use these eight narrative scenes in order, with the displayed label, title, text, and choices/effects: 1. Label “The wreckage,” title “The First Morning,” text “Your boat is broken across the beach. The sun is already climbing, and the island offers two immediate paths.” Choices: “🥥 Search the beach for food” (Secure something to eat before the heat becomes dangerous; food +3, morale +1; find coconuts and a sealed emergency ration), “🧭 Scout the tree line” (Look for fresh water and a safer place to camp; water +2, supplies +1; find a stream and mark a dry cave), “🛶 Strip the boat wreck” (Recover useful gear before the tide takes the hull; supplies +3, morale -1; salvage rope, a flare, and a cracked compass). 2. Label “The jungle,” title “A Voice in the Green,” text “Someone hears a cry beyond the vines. It could be another survivor—or an animal caught in a trap.” Choices: “🤝 Go help” (food -1, morale +2; free a frightened research sailor who joins the group), “🪵 Gather supplies instead” (supplies +3, morale -1; return with rope, kindling, and a rusted machete), “👀 Watch from cover” (supplies +1, morale +1; spot wild boar tracks and a safer route). 3. Label “Storm signs,” title “A Roof Before Rain,” text “Clouds stack over the sea. You have enough daylight for one job before the rain arrives.” Choices: “🏕️ Build a shelter” (supplies -2, morale +2, shelter true), “📻 Search the wreck for a radio” (supplies -1, water -1; with 78% probability an attack injures the group and marks injured, and often removes one random companion; otherwise find a radio casing and dry battery), “🌧️ Collect rainwater” (water +4, supplies -1, shelter true). 4. Label “High ground,” title “The Split in the Ridge,” text “A ridge cuts across the island. One route is steep but short; the other winds safely through a narrow valley.” Choices: “⛰️ Take the risky shortcut” (supplies +2, morale -1; with 34% probability when more than one companion remains, remove the last companion and injure the group), “🌿 Use the safe path” (food -1, water -1, morale +1), “🪢 Make climbing lines” (supplies -2, morale +1). 5. Label “Low supplies,” title “The Last Crate,” text “At the lighthouse trailhead, your food is running low. A crate sits between you and the final climb.” Choices: “🍲 Share the last meal” (food -2, morale +2), “🔒 Keep supplies for the climb” (food +1, morale -2), “🦀 Fish the tidal pools” (food +2, water -1). 6. Label “The lighthouse,” title “The Signal,” text “The lighthouse radio is intact—almost. One person must connect the aerial while the rest keep watch.” Choices: “⚡ Make the dangerous climb” (supplies -1, water -1; 35% chance of health -1 and injured, otherwise morale +1), “🛠️ Repair it from below” (supplies -2, morale +1), “📣 Use the flare” (supplies -1, morale -1; 50% chance to set rescueSoon and show that a ship changes course). 7. Label “The final crossing,” title “The Boat at Dawn,” text “A rescue boat appears beyond the reef. The current is pulling hard, and the raft can only carry so much weight.” Choices: “🫶 Bring everyone” (supplies -2, water -1, morale +1), “🧱 Leave supplies behind” (set supplies to 0, water -1), “🧭 Wait for the safer current” (water -2, morale -1, set extraDay true). 8. Label “An unexpected day,” title “The Second Dawn,” text “The rescue boat is still there, but the sea has turned rough. One final decision will decide who steps aboard.” Choices: “🚣 Row through the breakers” (health -1; reach the rescue boat battered but alive), “🪵 Reinforce the raft” (supplies -2, morale +1; raft reaches rescue boat). This scene has two choices rather than three. After many choices, randomly trigger at most one event according to the selected event chance. Events are: “Night predators” (if no shelter, morale -1 and food -1; otherwise morale -1), “A sudden squall” (supplies -1, water +2), “A lucky catch” (food +2), “Fever” (health -1 and injured true), and “A distant horn” (morale +2 and rescueSoon true). Show the latest random event in a highlighted cream panel with its title, description, and result. Maintain a trail-notes log of recent day results and event results. The in-game card has a top bar with “Seven Days Àshore,” difficulty label plus survivor count, “Day X of Y,” and the current scene label. Add an orange progress bar based on day progression. The main area has the scene eyebrow “The island waits,” large serif scene heading, story paragraph, and responsive choice cards with emoji icon, title, and short description. A sidebar titled “Your chances” shows Food 🍎, Water 💧, Supplies 🧰, and Health ❤ in four compact resource tiles, then status text such as “🩹 Injured” or “✅ Standing” and either “🏕 Shelter built” or “🌴 No shelter,” the current companion count and name pills, and a scrollable “Trail notes” section. On narrow screens stack the sidebar above the story and stack the choices vertically. At the end, show a centered result card. For death, use 🕯️, eyebrow “Run ended on day X,” title “You did not make it home,” the specific death reason, and stats for days survived, friends remaining, and health, with “Try another run.” For survival, if all original companions remain show 🌅, “Everyone makes it home,” and “The rescue boat finds you at dawn. Every hard choice was made together.” Otherwise show 🛟, “You escape—but carry the weight,” and “The mainland rises through the spray. The people beside you are safe. The empty places in the raft are not.” Include stats for days survived/current maximum, friends with you/original count, and health, plus “Play a different path.” Both buttons return to setup. Keep the experience entirely browser-based, responsive, clickable, and focused on the narrative choices and visible resource consequences; do not add combat, free movement, inventory screens, or mechanics beyond those described.