Arcade › Snowbound Joyce
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Snowbound Joyce 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 Joyce 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 browser-playable first-person 3D stealth escape game titled “Snowbound Joyce.” The player has no visible avatar and begins inside a compact enclosed winter house during a snowstorm, viewed through a first-person camera with mouse drag to look and WASD/arrow keys to move. Use a cool blue nighttime palette: dark navy sky/background, blue-gray fog, pale walls, cold dark floor, moonlight, a warm yellow house lamp, and a bright cone flashlight from the player. Show falling snow particles throughout and snowy ground/evergreen pine trees visible outside the north window. Use simple stylized low-poly/procedural geometry mixed with modular character and furniture models: a blue-tinted semi-transparent casual woman hologram/avatar for Joyce during the opening, a punk-styled woman model for the ex, a table and chairs, two large brown closets, a low bed blocker, and a blue front door. Build the house as a roughly 13.5 by 13.5 room with perimeter walls and interior divider walls forming rooms/hallways. Place the player initially near the south side around the entry, facing into the house. Place Joyce’s hologram near the table in the opening and hide it after the radio conversation. Place the ex in the house and make it patrol a loop of points around the rooms; it should use idle/walk/run animations if available, chase when it has unobstructed line of sight to the player within about 7.2 units, move faster while chasing, and catch the player when within about 0.75 units. Walls, dividers, closets, the bed, and the door should block movement; the ex’s sight should be blocked by walls/dividers/closets. Add a red danger vignette that intensifies as the ex approaches, unless the player is hidden. The core sequence is: when Start is pressed, pause movement and show Joyce’s radio dialogue in a large bottom dialogue panel. Start with a center message “Joyce is on the radio.” Present four sequential conversation screens with clickable/tappable reply choices, advancing regardless of which reply is chosen: (1) Joyce says, “Hello? It's Joyce. Did you sneak into the snow again? Where are you — Santa?” with replies “I'm inside my house.” and “Joyce, something is wrong.” (2) “Okay. Breathe. You're safe for two seconds. I can see the snow through your window, but your signal keeps bending.” with replies “My ex is here.” and “Tell me how to leave.” (3) “Then listen to me. They are not kind right now. Hide if they get close, find the snow key, and do not let them see you.” with replies “Stay with me, Joyce.” and “I'm going now.” (4) label the speaker “Joyce // signal breaking” and show the glitching warning “I think—get out of here before you— th̵e̵n̶ t̴h̵i̴n̶g̸s̸ g̴l̶i̴t̴c̸h̸... YOU HAVE TO TRY TO ESCAPE THE PLACE.” with one reply “I will escape.” After the final reply, hide the dialogue, briefly apply a subtle hue/saturation glitch effect, activate the ex patrol, hide Joyce, and show “Escape before your ex finds you.” Gameplay objectives and state: before the conversation the top-left objective reads “Objective: Reply to Joyce.” After the chase begins and before collecting the key, read “Objective: Find the snow key.” Put a small rotating golden snow key on the table around the center/front part of the house. The player must approach it and press E or the on-screen Use button to collect it; hide the key and show “You found the snow key,” then change the objective to “Objective: Unlock the front door.” Put the blue front door on the south/east entry wall. Approaching it and using it without the key shows “The door is locked. Find the snow key.” With the key, it ends the game successfully, changes the objective to “Escaped: Joyce guided you out into the snow,” and shows a persistent center message: “You escaped into the snow. Joyce: \"I knew you could.\"” Include two usable hiding spots: a living-room closet near the southwest side and a bedroom closet near the northeast side. When close enough, H or the Hide button enters the closet and shows “Hidden in the [closet name]”; hiding stops movement, makes the ex unable to see/catch the player, turns off the flashlight beam, and changes the button to “Leave hide.” Pressing it again shows “You step out” and restores movement. If H is pressed away from a closet, show “Get close to a closet to hide.” The player can toggle the flashlight with F or a mobile Flashlight button, showing “Flashlight on/off”; it begins on. Add periodic soft carpet footstep sounds while moving. Use a minimal HUD over the 3D view: translucent dark rounded top-left objective badge, top-right status badge reading “Hidden: yes/no · Key: yes/no · Light: on/off,” a small white crosshair at screen center, temporary large center messages, and a full-screen red radial danger vignette. Use a dark translucent blue-to-purple rounded dialogue panel at the bottom with cyan Joyce speaker text, white line text, and rounded blue reply buttons. Include a start overlay with the title, short premise text (“You wake up inside your house while snow falls outside. Joyce is kind and trying to help you over the radio. Your ex is walking the halls. Talk, hide, find the key, and escape.”), controls text, and a “Start in the house” button. Support mobile with a lower-left four-direction D-pad and lower-right stacked Hide, Use, and Flashlight buttons; on small/mobile screens move the dialogue panel higher to avoid the controls. If the ex catches the player, stop gameplay, show “Your ex found you,” change the objective to “Caught: restart to try again,” and allow R to reload/restart. Keep the presentation atmospheric, readable, and faithful to a stylized low-poly snowy first-person suspense game rather than adding combat, inventory systems, or extra objectives.