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Arcade › Signal Hunt
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Tammy Griffin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Signal Hunt yet. Play it, then tell Tammy Griffin what you would add next.
Signal Hunt was built by Tammy Griffin 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 Signal Hunt 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 a browser-based first-person 3D game titled "Signal Hunt". The player starts in a small cozy low-poly living room and must find and lock onto a particular TV broadcast before the timer or signal reserve runs out. Camera and movement: use a first-person perspective with a 72-degree perspective camera, mouse-look while the pointer is locked, and pitch clamped so the player cannot look excessively up or down. Start the player around the center/front of the room facing the back wall and old television. WASD moves freely in the room; constrain movement to the small rectangular room. Show a small white circular crosshair at screen center. The player can approach the television; display contextual center-screen text: "Move closer to the TV" when too far away, and "Press E to start tuning" when close but not in tuning mode. Press E near the TV to toggle tuning mode. Press Escape releases the mouse pointer lock. Environment and visual style: make a warm, softly lit low-poly living room with a brown wood floor, cream/tan back and side walls, a low ceiling, dark wood baseboards, and a rectangular dark red rug beneath a coffee table. Place an old cabinet television against the back wall, roughly left of center, with a glowing generated screen. Include a sofa along the rear/right side of the room, a coffee table in front of the player, two potted plants near the back corners, and a square table lamp on the right side. Use simple Kenney-style furniture or equivalent low-poly assets, warm ambient/directional lighting, soft shadows, fog/dark brown background tones, and a blue-white point light emitted by the TV screen plus a warm yellow lamp light. Put a small procedural dark remote control on the coffee table: a narrow black rectangular body, nine light number buttons in a 3x3 arrangement, and one red power button. TV and broadcast display: render the television program to a canvas/texture on a rectangular screen plane. The current channel should have a dark background with a colored gradient, a large simple glowing icon, the channel name when quality is above about 58%, otherwise a "CH n" label, horizontal static bands, pixel noise, and CRT-like scanlines. Static should visibly decrease as quality improves. Add a border that becomes greenish when quality is above 85%. The nine channels and their exact clues/target tuning values are: 1 "Moon Cartoon" — clue "blue moon + two stars", blue, moon icon, antenna 14, volume 42; 2 "Garden Talk" — "green plant + three leaves", green, plant icon, antenna 31, volume 58; 3 "Jazz Hour" — "purple notes + low hum", purple, music-note icon, antenna 48, volume 36; 4 "Weather Watch" — "yellow sun behind clouds", yellow, sun icon, antenna 66, volume 64; 5 "City News" — "red tower + scrolling bars", red, city/tower icon, antenna 82, volume 51; 6 "Late Movie" — "white rocket on black sky", pale white-blue, rocket icon, antenna 24, volume 76; 7 "Cooking Show" — "orange pot + steam", orange, pot icon, antenna 57, volume 27; 8 "Forest Cam" — "cyan owl in a tree", cyan, owl icon, antenna 73, volume 69; 9 "Test Pattern" — "rainbow blocks + center circle", pale cream, rainbow-bars icon, antenna 40, volume 50. Objective and tuning: at the beginning of each run randomly choose one of those nine channels as the target and show its clue in the upper-right mission panel: "Find the broadcast: [clue]" followed by "Hold a clear signal for 3 seconds to win." Start on a nearby-but-wrong channel. While tuning, number keys 1-9 select channels; left/right arrows change antenna angle by 4, clamped from 0 to 100; up/down arrows change volume by 4, also clamped from 0 to 100. Play a subtle click sound on tuning toggle and valid control changes. The tuning overlay text in the center should show "TUNING", the current antenna and volume, and either the clear-hold progress (for example "Clear hold 1.4 / 3.0s") or "Match the clue and reduce static". Signal simulation: calculate quality from three components. The correct channel contributes 42 points; a wrong channel contributes max(0, 14 - 5 times the channel-number distance from the target). Antenna contributes max(0, 34 - 1.15 times the absolute difference from the target antenna), and volume contributes max(0, 24 - 0.9 times the absolute difference from target volume). If not in tuning mode subtract 6, then clamp quality to 0-100. Show quality as a percentage and a horizontal colored meter in the upper-left stats panel. Signal reserve starts at 100%; while quality is below 12 drain it at 9.5 per second, while quality is 12-33 drain it at 2.3 per second, and at quality 34 or higher recharge it at 7.5 per second, clamped 0-100. Show reserve percentage and its own meter. The 90-second countdown runs during play and is visible in the stats panel beside the current channel. Winning and failure: only when the selected channel is the target and quality is above 88%, accumulate clear-hold time; otherwise reduce that hold toward zero at 1.5x speed. Win after holding the clear signal continuously for 3 seconds. Show a centered dark translucent result overlay titled "Broadcast locked!" with text explaining that the target signal came through clearly and a "Try again" button. Lose if the timer reaches zero, showing "Signal lost" and the message "The timer ran out before the broadcast locked in." Also lose if signal reserve reaches zero, showing "Signal lost" and "The signal meter hit zero after too much static." Stop gameplay and release pointer lock when the run ends. The Try again button resets timer, reserve, hold progress, random target, and initial tuning values, then starts another run. Interface: use warm dark translucent rounded panels with subtle cream borders and shadows. Upper-left stats panel shows Time, Channel, Signal quality with meter, and Signal reserve with meter. Upper-right mission panel shows the clue and three-second objective. Bottom-center help panel reads: "WASD move · Mouse look · E tune TV · 1-9 channels · ←/→ antenna · ↑/↓ volume". Before starting, show a full-screen dark warm radial overlay with a centered card titled "Signal Hunt", explanatory text "You are in a cozy living room with an old TV. Tune channels, antenna angle, and volume to match the clue before the signal dies.", a gold/orange "Click to play" button, and the note "The mouse locks to the room after you start. Press Esc to release it." Clicking starts the game and locks the pointer. Use responsive full-screen layout and ensure the 3D room and HUD remain visible behind the overlays.