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Arcade › Shadow Heist
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Shadow Heist was built by LeonM1501 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 Shadow Heist 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 3D stealth game titled “Shadow Heist” in a dark, minimalist dungeon courtyard. Use a third-person/top-down camera following the player from a high angle, with a perspective view, subdued fog, soft shadows, and a nearly black navy background. The play area is a square room roughly 36 by 36 world units, enclosed by low dark stone walls on all four sides. Add a north-side vault/alcove structure made from two parallel walls around the crystal, plus a few low rectangular dark cover blocks: one left of center, one right of center, and one farther south/center. Tile the floor with large irregular dirt dungeon floor tiles in a 4-by-4 arrangement. Keep the palette nearly black and blue-gray, with cool pale-blue illumination and a cyan glow around the objective. The player is a small stylized shadow thief starting at the southern end of the room (around the center, z=13). Represent them as a dark capsule-like body, a rounded dark hood/head, and one tiny glowing mint eye. Move with WASD and arrow keys, and support a mobile virtual joystick. Movement speed should feel like about 5.4 units/second; rotate the thief toward the movement direction. The camera follows the thief in top-down mode at about 18 units distance. Place a glowing crystal/gem objective at the north end of the room inside the vault alcove, around the center at z=-13. Give it a visible cyan point light/glow. When the thief comes within about 1.7 units of the gem, collect it, hide/remove the gem, show the message “Gem secured — now get out!”, and change the objective text to “Objective: escape to the south gate”. The player must then return to the southern edge; when their z position is greater than about 15.2, finish the game with “Heist complete”, objective “Heist complete”, status “Clean getaway. The gem is yours.”, and show a restart button. Add exactly three animated humanoid guards using stylized soldier models. They patrol continuously along three back-and-forth routes: guard 1 travels vertically on the left from approximately (-12,7) to (-12,-5), guard 2 travels vertically on the right from (12,8) to (12,-5), and guard 3 travels horizontally across the upper-middle from (-4,-5) to (5,-5). Give their patrol vision cones a translucent, flat, fan-shaped appearance on the floor, with distinct colors: pink/red for the left guard, warm yellow for the right guard, and purple for the upper-middle guard. Each cone should point in the guard’s facing direction and normally be faint, around 4.8 radius. Guards animate their walk cycles and turn to face their movement direction. Implement stealth detection based on guard position and facing: a player is seen when within roughly 5.8 units of a guard and inside its forward-facing cone (forward dot product greater than about 0.42). Make the cone brighten/strengthen while the player is detected. If a detected player comes within 3.2 units, end the run immediately: freeze gameplay, set the status to “Caught! The guards spotted your silhouette.”, show “Caught by a guard”, and display a “Restart heist” button. Do not add combat, attacks, health, weapons, ammo, scoring, or extra enemies. Use a restrained cinematic UI overlay. In the upper-left, show a semi-transparent dark panel with a thin blue-gray border containing the uppercase heading “SHADOW HEIST”, status text, and a mint-green bold objective line. In the upper-right, show the controls help text: “Move with WASD / arrows” followed by “or the mobile joystick” and “Reach the crystal, then escape”. Show temporary centered bottom notifications for events such as “Heist restarted”, “Gem secured — now get out!”, “Caught by a guard”, and “Heist complete!”. The restart button should be centered around the middle-lower screen, dark teal with a mint border, and only visible after being caught or completing the heist. Use dark navy/black UI colors, pale blue text, and mint/cyan accents. Add a restart action that resets the player to the southern start, restores the gem and guards, resets the objective and game state, and hides the button. Maintain the overall visual style seen in the reference: sparse, low-light, cool-toned 3D stealth gameplay with lots of empty dark floor space and readable HUD text.