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Shaadi Crasher

  • 3d
  • stealth
  • arcade
  • collection
  • isometric
  • casual
  • mobile
  • wedding
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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. Amit built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Shaadi Crasher was built by Amit 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 Shaadi Crasher 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 Shaadi Crasher

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.

Rebuild a playable 3D stealth-collection game titled “Shaadi Crasher.” The setting is a stylized Indian wedding/shaadi venue at night: a rectangular open hall with a warm peach-and-cream checker/tiled floor, maroon low walls, colorful vertical drapes on the back wall, gold trim, orange/yellow garlands, strings of small fairy lights, potted plants, lamps, rugs, round tables, a dessert buffet, and a dark purple-to-warm orange atmospheric sky dome with stars. Use a cute low-poly look with Kenney-style miniature human and furniture models, soft shadows, warm wedding lighting, fog, and an elevated isometric/three-quarter camera showing most of the hall. The camera should frame the full hall during play and gently orbit/shift on menu screens; add restrained camera shake and colorful square-particle bursts for spotting, collecting, and winning.

Core objective: the player is a small male guest/avatar who starts at the front entrance (near z=6.7), sneaks through the hall, collects every floating/glowing dessert, then returns to the glowing exit pad at the entrance. The exit remains inactive until all sweets are collected; once open it changes from dark red/purple to green and pulses. Touching it after completing the collection wins the level. Desserts are visibly hovering and rotating with a soft golden halo, and include cupcakes, donuts, cookies, chocolate donuts, cakes, plus a buffet cake and decorative treats.

Create 10 fixed levels with increasing difficulty and these names: “Welcome Drinks,” “The Dance Floor,” “Photo Corner,” “Uncle’s Rounds,” “Gossip Circle,” “Dessert Line,” “The Stage,” “Grand Buffet,” “Midnight Snack,” and “The Final Feast.” Each level is the same wedding-hall space but has its own fixed arrangement of pillars, flower stands, round tables, sweets, and auntie/uncle watchers. Use the visible layouts implied by these configurations: early levels have 3 sweets and later levels 4–6 sweets, with the final level having 6. Difficulty increases by watcher count, detection ranges/field of view, patrol speed, and a small global difficulty multiplier per level. Watchers are miniature male and female wedding guests, called aunties and uncles, and use idle/walk animations.

Stealth rules: watchers have translucent pale yellow view-cone wedges projected on the floor, with direction, range, and field of view. Their vision is blocked by pillars and flower stands at all times. Round tables block vision only while the player is tiptoeing. Watchers can be stationary sweepers rotating their view cone back and forth, turners who step through a fixed sequence of angles with pauses, and patrollers who walk between two specified points and pause at endpoints. If the player is inside a watcher’s range and cone, has an unobstructed line of sight, and is not temporarily invulnerable, that watcher fills a suspicion meter. Suspicion decays after breaking sight; when it reaches full, the player is spotted. The player is also heard when moving normally within about 2.6 units of a watcher: show a “?” bubble and make that watcher turn toward the noise. Tiptoeing prevents this close-range noise and makes detection slower/harder, but moves more slowly. A watcher may show a red “!” bubble when the player is actually spotted. On spotting, increment one of three strikes, show a warning, burst red/white/gold particles, briefly reset the player back to the entrance with short invulnerability, and clear watcher suspicion. After 3 strikes, the player loses and sees a busted results screen.

Player movement and controls: support touch/mouse and keyboard. On touch or mouse, tap a point on the floor to walk toward it; a visible fading tap marker appears at the destination. Hold the pointer/finger down and move/aim to travel in tiptoe mode, releasing stops the hold; tiptoe is slower (about 1.55 speed) than normal movement (about 3.3 speed). For keyboard, WASD and arrow keys move, and either Shift key enables tiptoe; P or Escape pauses; M toggles mute. Resolve collisions against the hall bounds, circular pillars, flower stands, tables and watcher bodies, and the buffet/front obstacle. The avatar has an underfoot ring that is gold while walking and cyan/teal while tiptoeing, with a subtle blink during post-spot invulnerability. Use idle, walk, sprint, crouch/tiptoe, die, and victory/emote animations where available.

HUD and feedback: show a top bar with home button, pause button during play, help button, and music note mute button. During gameplay show chips for “Level N,” a cupcake counter such as “🧁 0/3,” and three eye/strike indicators that disappear or become lost after each spotting. Show a “SUSPICION” label and horizontal suspicion bar, a “TIPTOE” chip while tiptoeing, contextual toast messages, level banners, a first-play hint saying “Tap the floor to walk. Hold to tiptoe quietly,” and a red vignette that intensifies with suspicion/spotting. Play light synthesized sounds for clicks, taps, steps, collecting sweets, hearing/noise, being spotted, exit unlocked, winning, and losing, plus looping background music; persist mute state and level progress in local storage.

Menus/screens: the title screen should show the wedding hall behind a dark translucent overlay, decorative sparkles, the large two-line “Shaadi Crasher” title in warm yellow/orange, subtitle “Sneak in. Grab the sweets. Slip out unseen.”, a loading bar while assets load, and a large rounded “Play” button. Play opens a level-select screen titled “Choose a Level,” listing all 10 levels with their names and 0–3 stars, plus “★ 0 / 30” (updated as stars are earned). Include a “How to Play” screen explaining tap movement, hold-to-tiptoe, collecting sweets and returning to the exit, view cones, cover rules, noise, three strikes, and keyboard controls. Include a pause screen with Resume, Restart Level, and Level Select. After a level, show results with “Sneaky Success!” or “Perfect Sneak!” on wins and “Busted!” on losses, earned stars, sweets collected, elapsed time versus a level par time, spotting count, and score. Award up to 3 stars on a win: 3 minus strikes, with at least 1 for any win; award no stars on loss. Score should reward sweets, speed relative to par, no-strike bonus, and completion. Unlock/progress stars persist. After winning the tenth level, show an ending screen reading “MISSION COMPLETED,” subtitle “Every buffet raided. Not a single crumb traced back to you.”, total stars out of 30, celebratory particles, and a Level Select button.

Keep the game’s tone playful, sneaky, colorful, and wedding-party themed. Do not add combat, weapons, dialogue trees, or features beyond this tap/keyboard stealth, dessert collection, watcher detection, level progression, and results loop.

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