Arcade › Snowbound Home
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kk Luna built it with Cinevva, so it works on a phone or a tablet too.
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Snowbound Home was built by Kk Luna 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 Snowbound Home 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 first-person 3D exploration and dialogue game titled “Snowbound Home.” The player has no visible body and views the world through a camera at about eye height inside a cozy Christmas house. Use a stylized low-poly/soft 3D look with warm brown wood floors, cream walls, dark blue winter ambience, soft shadows, subtle fog, and falling snow visible around/outside the house. The playable interior is a bounded rectangular home with a living room, front entry, dining area, side bedroom, windows, and a fireplace. Include a red living-room rug, a blue bedroom rug, frosted windows, green garlands with alternating red and gold ornaments, a fireplace with a glowing orange ember/fire effect and warm point light, and warm lamps. Place imported or equivalent 3D props: a decorated Christmas tree at the left side of the living room with red/gold ornaments and a gold star, a long dining table with two chairs, a bed in the bedroom, two table lamps, and a visible house/exterior asset beyond the front area. The lighting should contrast cool winter-blue ambient light with warm yellow/orange Christmas and fireplace lights. Place an animated human woman named Mira near the right side of the living room, around x=3.65, z=1.25. She idles with an animation, slowly turns to face the player, and gently shifts side-to-side. The player starts near the front door at approximately (0, 1.62, 5.1), can walk within the house using WASD or arrow keys, and movement must be blocked by walls and simple rectangular colliders. Movement speed is about 4.2, with first-person yaw/pitch look. On desktop, click/pointer lock and mouse movement look around; on touch devices, dragging the scene looks around. Play a quiet carpet footstep sound at intervals while moving after user audio interaction is unlocked. The core goal is to explore the Christmas house, approach Mira, and ask her questions. When within roughly 2.35 world units of Mira, show a centered red/dark translucent prompt reading “Press E to talk.” Press E on desktop or tap a pink “Talk” button on mobile to open a bottom dialogue panel. Freeze movement while dialogue is open. The panel labels the speaker “Mira,” initially says: “Mira looks at you, then at the window. ‘You are asking me now? Okay. Ask.’” and presents five selectable questions: “Are you feeling okay tonight?”, “Why do you keep staring at the Christmas tree?”, “Do you still want me here?”, “What happened before I came home?”, and “Ask her to eat with you.” Each question should produce one of three shifting replies, selected using a changing mood/interaction state and walking progress, so repeated questions can vary. Use these exact reply sets: for feeling okay: “I am fine. I keep saying that, so it should become true eventually.” / “The house is warm. That is enough for now.” / “Do not look at the attic door for too long.”; for staring at the tree: “One ornament is missing, but I remember hanging it twice.” / “It blinked when you were not looking. That sounds silly, right?” / “Because it is the only thing in here that still feels normal.”; for wanting the player there: “Yes. No. I mean... please do not leave me alone in this house.” / “If you leave, take the red key from the table. If you stay, forget I said that.” / “I wanted to tell you something earlier, but the walls got quiet and I lost the words.”; for what happened: “Someone knocked from inside the closet. I answered before I thought about it.” / “The lights went out, then the fireplace whispered your name.” / “I ate dinner alone. Then there were two plates. Then three.”; for eating together: “I am not hungry. But set a plate for me anyway. Please.” / “Only if you sit where I can see both doors.” / “I already ate. You watched me. Did you forget?” Increase the hidden mood more strongly for the third question and otherwise with each question, and factor walking steps into reply variation. Mira should turn toward the player after a question. Include a “Leave conversation” button and Escape key to close the panel. Add a start overlay button centered over the scene reading “Enter the Christmas house.” Before starting, the top instruction should read “WASD / Arrow keys to walk • Drag to look • Press E near your girlfriend.” After starting, change it to explain that the player is invisible in first person and should explore and talk to Mira. Show a small centered crosshair. On mobile, show a bottom-left four-button directional D-pad with up/left/down/right arrows and a bottom-right pink Talk button; support press-and-hold movement. Use rounded, friendly Nunito-like typography and translucent dark navy HUD panels, while keeping the atmosphere cozy but subtly unsettling. Do not add combat, inventory, health, scoring, or other objectives beyond exploring and talking to Mira.