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Arcade › Space Suspect
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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 playable Three.js-style 3D top-down sci-fi spaceship game titled “Space Suspect.” The player controls a small blue/cyan crewmate with a shiny light-blue visor, backpack, two legs, and a glowing blue ring beneath them. Use a dark navy space backdrop with fog and distant stars. Build a rectangular ship arena viewed from a high, slightly angled perspective camera that follows the player smoothly: the camera should be above the player at roughly y=15 and offset toward the lower/south side, looking down at the player and floor. The ship has a dark metallic floor with a blue grid, raised outer boundaries, short internal wall/divider structures, and five visibly labeled areas: Admin in the northwest, Reactor in the northeast, Storage in the southwest, Engine in the southeast, and a long central Hall. Put a circular metallic emergency table in the center of the Hall with a small glowing red emergency button on top. The objective is to travel around the ship and complete all 5 glowing task stations before the impostor hits the player three times. Start the player in the south end of the central Hall at approximately (0, 5.6), with 3 health, 0 completed tasks, and about 4% suspicion. The five stations should be fixed in these rooms and visibly glow with a colored vertical beacon, pedestal, and rotating/pulsing ring: “Reconnect Wires” in Admin (blue, northwest), “Stabilize Reactor” in Reactor (green, northeast), “Refuel Engine” in Engine (orange, southeast), “Calibrate Scan” in Storage (purple, southwest), and “Upload Logs” in the central Hall (pink). A task is completed instantly only when the player is within about 1.5 world units of its station and presses E or taps the Do Task button. If too far away, show “Move closer to a glowing station first.” Completing a task marks it done in the HUD, hides/dims its ring and beacon, increments the counter, and lowers suspicion by 18 percentage points. Win immediately after all five are complete. Place four NPC crewmates around the ship, each with the same rounded astronaut/crewmate silhouette and visor: three ordinary wandering crew in yellow, green, and pink/purple colors, plus one clearly red crewmate called “Red Suspect,” with a red glow/light so it is visually identifiable as the impostor. Ordinary NPCs wander between random points in the ship rooms at about 2.4–2.8 speed. The red suspect initially wanders at about 3.9 speed, but begins chasing the player when within roughly 7.5 units or when suspicion exceeds 40%. During pursuit it accelerates toward about 5.3 plus a small bonus per completed task, becoming more dangerous as the game progresses. If it gets within about 1.05 units, it hits the player: subtract one of the three health points, raise suspicion by 18, stun the suspect briefly, and respawn the player at the south Hall start. After the third hit, stop gameplay and show an “Impostor Wins” game-over message. Suspicion continuously rises by about 1.4 percentage points per second, capped at 100, and task completion/emergency calls reduce it. Display a warning hint when suspicion exceeds 72% saying the ship feels wrong and the red suspect is sprinting. The central emergency call is usable only within about 2.5 units of the center table. Press Q or tap “Emergency Call” to trigger it: if valid and not cooling down, freeze/stun all NPCs for about 3.5 seconds, lower suspicion by 26, provide a temporary approximately 12% player speed boost during the 14-second cooldown, and show a centered “Emergency Meeting” banner explaining that everyone froze and the player bought time. Reject calls made too far from the table with an instructional hint, and reject them during cooldown with the remaining recharge time. Support keyboard movement with WASD and arrow keys, E for task interaction, Q for emergency call, and R to restart after game over. Also provide mobile controls: a large translucent circular virtual joystick at the bottom-left with a blue draggable stick, plus the Do Task and Emergency Call buttons at the upper-right. The player should move smoothly in eight directions, face the direction of motion, stay within the rectangular ship bounds, and have subtle bobbing/walking animation. NPCs should also face their travel direction and subtly bob. The task beacons should pulse and their rings should rotate while incomplete. Overlay a polished responsive HUD over the 3D view. In the upper-left, use a rounded translucent dark glass panel with the title “Space Suspect,” and show “Role: Crewmate,” “Speed: Normal” or “Boosted,” “Tasks: 0/5” (updating), “Suspicion: N%,” and a five-row task list with task names and room names; completed rows become dimmed and struck through. Put rounded blue “Do Task” and orange/red “Emergency Call” buttons at upper-right, and show a purple “Play Again” button only after game over. At the bottom center, show a rounded dark hint panel with context-sensitive instructions such as the initial objective, nearby task prompt, emergency instructions, or remaining tasks. Show centered modal banners for mission start, emergency meeting, sabotage/hit, victory (“Crewmates Win”), and defeat (“Impostor Wins”), with concise explanatory text. Use a clean bold sans-serif UI, cool blue borders, soft shadows, dark translucent panels, and bright cyan/orange accent buttons. Keep the presentation faithful to a compact mobile-friendly game screen while also scaling to desktop.