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Stagebound

  • 3d
  • life-sim
  • rpg
  • narrative
  • performing-arts
  • character-creator
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. max fire built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Stagebound yet. Play it, then tell max fire what you would add next.

Make your own game

Stagebound was built by max fire 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 Stagebound 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.

Read the build brief for Stagebound

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.

Rebuild a single-player 3D performing-arts academy RPG/life sim called “Stagebound.” The game should be original and use original names, characters, dialogue, and assets. Present a stylized low-poly academy courtyard in a dark purple/navy environment with warm theatrical lighting, soft shadows, fog, and an elevated rehearsal stage. The visible courtyard should include a broad purple stage platform against a tall dark backdrop wall, a long gold rectangular stage sign/panel, a row of small pink and amber bulbs along the top, wooden benches with coral cushions around the space, several tan rectangular floor mats/tiles, and a small group of blocky/sleek stylized humanoid students. Use a third-person perspective camera looking diagonally down across the campus, with a walkable 3D player avatar and simple animated walking that bobs, leans, and swings limbs. The player can move with WASD/arrow keys and an on-screen mobile d-pad; all other interactions are touch/click buttons.

Start with a character-creation preview: show the player avatar close-up on a rotating, animated stage pedestal with a glowing class-colored ring, spotlight, and class-specific visual props. Let the player enter a display name (sanitize it to a short alphanumeric/name string), choose one of six classes—Actor, Dancer, Vocalist, Producer, Songwriter, or Triple Threat—and apply permanent starting stat boosts/signature abilities: Actor uses emotion/deception and Monologue, Dancer uses rhythm/footwork and Break Step, Vocalist uses melody and Power Note, Producer builds beats and uses Remix, Songwriter uses lyrics and Bridge, and Triple Threat is balanced with Encore. Also provide face presets Bright, Focused, Mischief, and Soft; height and build sliders; five hair presets (Side Sweep, Curly Puff, High Pony, Short Fade, Pop Streaks); and a 3D wardrobe preview. Begin with Academy Blazer and Rehearsal Fit, and visually update the avatar when hair, face, body, class, or outfit changes.

Include ten outfit presets with colored visual styling and stat perks: Academy Blazer (+charm), Rehearsal Fit (+dancing), Stage Glam (+singing), Studio Tech (+producing), Lyric Writer (+songwriting), Rival Edge (+dancing and charm), Heartbreak Hoodie (+singing and charm), Shadow Verse (+songwriting and acting), Chaos Pop (+charm and producing), and Finale White (small bonus to every listed stat). Only the first two are initially unlocked. Display locked outfits with their unlock requirements; unlock them through showcase/combat victories, location story progress, and completion of the corresponding Ari, Beckett, Jadea, or Catlyn route. Worn outfit bonuses must affect stat checks and combat damage.

After class selection, enter a life-sim hub and a walkable campus. Track day, energy (starting at 4), level, XP, HP, Focus, class, outfit, hair, and the six stats acting, dancing, singing, producing, songwriting, and charm. The hub must contain cards/buttons to train any stat (costing one energy and granting XP), change the player name, change hair/face/body, switch unlocked outfits, explore campus, launch story scenes, launch combat, end the day, and hang out or flirt with the four original NPCs. Training should become unavailable at zero energy. Ending the day should advance the school schedule and support the seasonal progression.

The friend group consists of Ari, an ambitious rival; Beckett, a laid-back heartthrob; Jadea, a goth troublemaker; and Catlyn, a sweet chaos friend. Track each character’s bond, romance, and mood. Friend hangouts cost energy and increase bond; flirt hangouts cost energy and increase romance. Romance is opt-in, can trigger a route-spark dialogue/CG when it reaches the threshold, and should influence later scenes and the ending. Provide three-chapter personal arcs for each NPC with persistent chapter progress, route flags, bond/romance rewards, XP, and a next-chapter button. The tone should be choice-driven teen ensemble drama focused on rehearsal, craft, rumors, auditions, friendship, and romance, without copying any existing show.

Create ten themed campus locations, each accessible by colored world marker or quick-enter button from the exploration HUD: Courtyard, Recording Studio, Cafeteria, Black Box Theater, Dance Room, Classroom, Dorm, Main Hall, Library, Admin Office, and Music Room. Each interior should switch the 3D scene to themed low-poly props and show an exit button to return to the courtyard. Include location-specific talk dialogue and a location CG cut-in. The HUD should show the current location and instructions, quick buttons for Story Scene, Start Combat, Talk, CG Cut-in, location entry/exit, and a quest tracker. The quest tracker should show the main objective, school story completion, route chapter completion, wardrobe unlock progress, current location story, route shortcuts, and recent flags.

Implement a choice-driven story scene for each major location. Each scene has a title, setup, speaker, stylized dialogue portrait, and three choices. Every choice names the stat it uses, checks the player’s effective stat including outfit bonus, awards XP, adds a persistent flag, and may alter one or more NPC bonds or romance values. Example grounded scenarios include calming or investigating a courtyard rumor, finding a lost hook in the Recording Studio, cafeteria table politics, a no-props Black Box exercise, Ari’s fast eight-count dance rehearsal, a Classroom monologue quiz, Dorm after-curfew confessions, an audition board shock in Main Hall, anonymous script margin notes in the Library, a scholarship deadline in Admin, and a harmony test in the Music Room. Once resolved, show the selected result and allow return to the life sim or exploration; route scenes should offer the next chapter.

Include turn-based “pressure battle” RPG encounters. Track the player’s HP and Focus and an enemy’s Pressure bar. Provide encounters such as Showcase Audition against Drama Coach Vega, Rivalry Hallway Duel against Ari’s Spotlight Challenge, and Final Performance Week against The Board’s Doubt. Each encounter has an objective and three stat-based performance choices with Focus costs, base damage, occasional alternate stats, and bond/romance effects. Damage should be calculated from the relevant effective stat, optional secondary stat, existing bonds, and a small random component. After the player acts, the enemy deals pressure damage based on encounter pressure and the player’s charm; include a Recover Rhythm action that restores Focus but gives the opponent a turn. Show combat dialogue feedback and occasional large combat CG cut-ins for especially strong hits. Victory should grant progress, flags, unlocks, XP, and affect the final score; handle defeat without breaking the persistent life-sim state.

Use stylized HTML/UI panels alongside the 3D scene. Dialogue panels should contain a portrait for the player, friends, Coach Vega, or location speaker; portrait colors should identify each character, and expressions should include neutral, happy, confident, flirty, worried, angry, smirk, soft, excited, and strict. Add an expression picker so the active dialogue portrait can be switched. Important story, romance, reward, and combat moments should open large illustrated CG cut-ins with a speaker portrait, colored burst/background, title, text, kind label, expression, and buttons to switch expressions or continue. Keep a scrolling recent activity log.

At the end of the season, calculate and display a final score based on class, trained stats, victories, friendships, and romance flags, naming the best friend and romance lead (or none). Offer New Character or continue in free-play Life Sim. Maintain persistent state for stats, energy, health, Focus, XP/level, outfits, route chapters, flags, relationships, location, dialogue, cut-ins, and ending score. The overall visual style should match the shown game: compact low-poly 3D characters and furniture, purple/navy stage architecture, gold/coral/teal/pink accent colors, theatrical spotlights, dark atmospheric background, and a clean colorful RPG/life-sim interface.

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