Appearance
Arcade › Signal Watch
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Brentley Lyons built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Signal Watch yet. Play it, then tell Brentley Lyons what you would add next.
Signal Watch was built by Brentley Lyons 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 Watch 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 short 3D sci-fi anomaly-hunt game titled “Signal Watch.” Use a Three.js-style fullscreen scene with an elevated, slightly top-down third-person camera that follows the player from behind: camera is roughly 8.5 units above and 8.5 units behind the player, looking toward the player, with a dark foggy perspective view. The environment is a square research chamber about 26 by 26 units, with a nearly black navy background, dark metallic floor, four low dark enclosing walls, and a visible blue-gray floor grid. Add a raised central terminal structure: a dark metallic 1.4-unit cube body with a glowing pale-blue sphere/core on top, pulsing and rotating subtly. Illuminate the chamber with dim cool blue ambient/point lighting and heavy dark fog. Add a CRT/surveillance presentation: fullscreen scanlines, restrained blue glow, and a minimal futuristic HUD in white and pale lavender text. The player is a small glowing pale-blue capsule-like humanoid marker, initially at the front/south side of the room around (0, 0.4, 8). Move it with WASD or arrow keys at about 7 units per second; normalize diagonal movement and constrain it to the chamber bounds (approximately x/z -11.5 to 11.5). The camera smoothly follows the player, and the player subtly bobs while moving/animating. There is no combat. Place exactly three floating cyan-blue glowing octahedral signal shards at approximately (-8, 0.8, -7), (8, 0.8, -6), and (0, 0.8, 9.5). Each shard slowly rotates and bobs vertically. When the player gets within about 1.2 units, automatically collect the shard: hide it, increment the counter, play a brief electronic pickup chime, and show a temporary message such as “Signal shard secured — 1/3.” The goal flow is exact: start with HUD objective “Collect 3 signal shards,” stats “Shards: 0 / 3,” and the message “The chamber is quiet. Too quiet.” Once all three are collected, make the terminal ready, pulse its core more strongly, and show “Terminal synchronized. Move to the center and press E.” When within about 2.2 units of the central terminal, show “Press E to trigger terminal”; before all shards are collected show “Collect all shards first.” Press E near the ready terminal to begin the scripted glitch event. During the event, disable player movement and show objective “Hold position. Signal corruption in progress.” For roughly the first 1.5 seconds, flash the screen red three times at half-second intervals, repeatedly show “SYSTEM ERROR: Unknown anomaly detected,” and play warning tones/static. Then distort/jitter the HUD and overlay, show “WARNING: Signal corruption rising...,” and intensify the glitch presentation with a flickering red point light, reduced/pulsing blue light, subtle camera shake, and red translucent screen overlay. Reveal the watcher during the corruption: a dark red-black, faintly emissive humanoid-like figure made from a tall capsule body and spherical head, positioned at the far north end of the chamber around (0, 1.8, -8.5). It should fade from invisible to almost opaque over about 4.5 seconds and drift slightly side to side and forward/back. Sequence the transmission messages “...something is watching...”, then “Signal source breached.”, “Visual contact established.”, and “You were never alone here.” at the corresponding points in the roughly 6.6-second event. Use generated simple synth/noise audio if available: cyan pickup chime, low warning tone, static bursts, and a two-note success sound. At the end, win and stop the event with the watcher visible: show “Signal lost. The watcher remains. Press R to restart.”, change the objective to “The watcher sees you — press R to run it back,” and give the message a pale green win treatment. Press R after winning to fully reset the player, shard locations/visibility, terminal state, watcher opacity, lighting, messages, glitch overlay, and counters. HUD layout: title “SIGNAL WATCH” large, widely letter-spaced pale lavender at upper left; objective under it; “Shards: 0 / 3” aligned upper right; contextual prompt near the lower middle; a wide translucent dark message box with a thin blue border centered near the bottom; and footer “WASD move · E interact · R restart.” Use uppercase styling for objective/stats/help/prompt, subtle blue text glow, scanlines over the entire view, and a responsive fullscreen layout. During glitches, jitter the HUD/overlay, blur or shift the overlay, add red border/text-shadow distortion to the message box, and use red flashes; do not add unrelated weapons, enemies, inventory, or extra objectives.