Arcade › Skipping Class Simulator
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Skipping Class Simulator was built by Had Eel 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 Skipping Class Simulator 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 low-poly 3D third-person stealth game titled "Skipping Class Simulator". The player is a stylized blocky student in a purple shirt with blue sleeves/pants, tan skin, brown blocky hair, and a simple smiling face. Use a close-follow third-person camera with mouse look; the avatar should be prominently visible in the foreground, as in a colorful Kenney-style low-poly game. Build a rectangular classroom with a blue-gray floor, pale gray walls, foggy blue-gray ambient background, soft shadows, and warm directional sunlight. Include a rear wall with several blue windows and dark frames, a large dark teal whiteboard, a teacher desk near the board, an exit door centered in the opposite/front wall with a small yellow handle and green EXIT sign, wall trim, posters, shelves/books, and twelve student desks arranged in three rows of four. Each desk is a chunky brown wooden block with a dark top, nearby simple metal chair, and a small colored book. Add a blocky teacher NPC near the board and seated student NPCs at the desks. The classroom should be navigable and desks, chairs, shelves, and walls should act as solid cover/colliders. Core objective: start the game at the back/right side of the classroom and reach the exit door at the opposite end before 60 seconds expires. Winning occurs when the player crosses the doorway region (z greater than about 8, centered within roughly 1.55 units of the door). If time runs out, the player loses. The teacher patrols around the classroom between points roughly (-7,-2), (7,-2), (7,4), and (-7,4), alternating walking and brief teaching/pausing behavior. The teacher has a forward-facing line-of-sight check: visibility is limited by distance (about 11 units), a forward vision angle, and classroom colliders such as desks. When the teacher can see and is facing the player, build an attention meter from 0 to 100%; it rises faster while the player is moving, especially while running, and rises more slowly while crouched. It drains when hidden or outside the teacher's view. At high attention (over about 78%), label the player DETECTED and have the teacher chase the player; if the teacher reaches the player, show the caught/loss screen. Meter states are SAFE in green, SUSPICIOUS in yellow, and DETECTED in red. Do not add combat, weapons, collectibles, or extra objectives. Controls: WASD movement, mouse look, Shift to run, and C to toggle crouch. Running should be visibly/behaviorally faster and crouching should shrink/lower the avatar, reduce the visible target height, slow attention gain, and play a crouch animation. Support the third-person controller's jump/gravity behavior if available, but keep the game focused on stealth and reaching the door. Use idle, walk, sprint, crouch, and sit animations for the player, teacher, and seated students where available. Add subtle step tones while moving and simple tones for start, detection, win, and loss. HUD: overlay clean white sans-serif text over the scene. Upper left shows "SKIPPING CLASS SIMULATOR" and below it "ESCAPE THE CLASSROOM". Upper right shows the remaining seconds as a large number, initially 60, plus a horizontal rounded teacher-attention meter and the label "Teacher attention". Bottom left displays a dark translucent rounded instruction panel reading "WASD move · Mouse look · Shift run · C crouch · Hide behind desks and wait for the teacher to look away". On launch, show a dark blue translucent full-screen overlay with a light card: title "Skipping Class Simulator", subtitle "LEVEL 1 · ESCAPE CLASS", explanatory text that the player has one minute to slip out, should keep low/use desks/watch the teacher's cone of attention, a legend for green/yellow/red states, and a full-width "START ESCAPE" button. Hide this overlay when starting. On win show a result card titled "YOU ESCAPED!", subtitle "Clean getaway", remaining time and a score, with a "TRY AGAIN" button. On loss show "CAUGHT!", subtitle "The teacher got you", how long the player lasted, advice to keep low/use cover/try a different route, and the same restart button. Make the UI responsive for narrow screens. Render with antialiasing, shadows, fog, ambient hemisphere light, warm directional key light, cool fill light, and an ACES-like filmic tone for the polished low-poly classroom appearance.