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Arcade › Snap Lab VR
Click the game above and it runs right here in your browser. No download, no installer, no account needed. valencamp built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Snap Lab VR yet. Play it, then tell valencamp what you would add next.
Snap Lab VR was built by valencamp 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 Snap Lab VR 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 WebXR/desktop 3D sorting game titled “Snap Lab VR.” The player stands inside a compact enclosed low-poly furniture-kit room, viewed in first person from roughly human eye height. Build a fully enclosed room with tiled floor and matching ceiling, walls on all four sides, a window-wall section on the far wall, warm interior lighting, soft hemisphere light, shadows, and subtle dark fog/background. Furnish it with a table on the left, a chair nearby, and a larger target/work table toward the back. Place a small tutorial sign on the far wall reading “VR sorting test: grab → match color → release.” Keep the visual style clean, simple, low-poly, and game-like, with a dark blue-gray overall environment. The core loop is timed object sorting. At the beginning of Level 1, show three furniture-kit objects in the room: a cyan/blue-highlighted stack of books, an orange/yellow-highlighted closed cardboard box, and a purple-highlighted round table lamp. Each has a separate glowing circular target pad positioned mainly on/near the back target table. Targets are color-coded to their object and have a translucent colored cylinder/pad, bright torus ring, and an uppercase floating label such as BOOKS, BOX, or LAMP. The target rings rotate slowly. The player must grab an object, carry it, and release it over its own matching colored target. The valid snap distance is tight, based on each object's configured radius plus a small tolerance. On a correct release, snap the object to the target, reset its rotation, mark it placed, turn the target green, increment progress, and play a positive click sound. On an incorrect release, leave the object where released, show the nearby wrong target in red if close, and display a feedback message explaining that the target belongs to a different object or that the player should release over the matching glowing target. Level 1 lasts 90 seconds. The HUD should show “Snap Lab VR,” a digital timer beginning at 01:30, and “0 / 3 placed.” When all three are placed, display a short success message and automatically load Level 2 after about 2.2 seconds. Level 2 uses the same room and a fresh 105-second timer, with five new objects and tighter targets: a cyan radio, pink pillow, green small plant, teal tall potted plant, and yellow chair. Show progress as 0 / 5 placed for the new level. After all Level 2 objects are correctly placed, show “Final win! Every object in both levels is snapped into place.” If the current level timer reaches zero, stop the game and show “Time up — restart and try a faster sort.” Include a Restart button that restarts the current level; pressing R should also restart. Support VR interaction using WebXR. Provide an “ENTER VR” button in the standard XR-button style near the bottom center of the desktop view. In VR, trigger/select or grip/squeeze grabs the nearest or ray-pointed unplaced object; releasing releases it. Show controller ray lines for aiming. Attach controller grips to the player rig and render simple normal human hand avatars with palms, wrists, fingers, nails, and thumbs; fingers visibly curl while an object is grabbed. If native hand tracking is available, add native tracked hand meshes as well. Use thumbstick input for smooth walking at approximately 1.45 units/second, clamp movement within the room, and keep hands/controllers moving with the player rig. Also provide three visible floor teleport rings/markers: a white starting marker and two mint/green side spots. Cycling teleport spots should move the player between the start, right, and left positions. Provide a desktop fallback. Use WASD for smooth movement, constrained to the room. Aim with the centered crosshair/camera ray at an object and press Space to pick it up; while carrying it, position it on a horizontal carry plane in front of the camera and use Space again (or a desktop release action such as double-click) to release. Support Q/E or left/right arrows to cycle through the three teleport spots. The desktop HUD remains visible outside XR and includes a centered “+” crosshair. When in XR, hide the desktop HUD. Create the desktop overlay as a translucent dark navy panel in the upper-left, with a thin light border, slight blur/shadow, white title, timer in a translucent rectangular badge, cyan progress text, compact instructional text, a pale-yellow status/goal message, and a bright cyan rectangular Restart button. The initial instructions should explain: put on a VR headset and press Enter VR; trigger or grip grabs; release over the matching target; thumbstick smooth walking; and desktop WASD/Space controls. The goal message should say to match each object to the same-colored target before time runs out. Keep the HUD typography clean sans-serif and responsive. Add audio behavior tied to first user input: start a quiet looping room/air-conditioning ambience, play varied carpet footstep sounds during smooth walking, a small hook/grab sound on pickup, a light wooden drop sound on release, an error sound for a wrong placement, and a click sound for successful snapping/teleport feedback. Use appropriate audio volume so ambience is subtle. The game should begin running immediately after assets and the room load, with the timer decrementing continuously while active.