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Star Time

  • 3d
  • first-person
  • exploration
  • horror
  • challenge
  • game-show
  • linear
  • arcade
0
Remix it Discord

7 plays

How to play

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

Discussion

Nobody has said anything about Star Time yet. Play it, then tell Lucille Darabos what you would add next.

Make your own game

Star Time was built by Lucille Darabos 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 Star Time 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 Star Time

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 short first-person 3D exploration and challenge gauntlet called "Star Time" set inside an abandoned game-show studio. Use a black, worn yellow, and occasional red/green palette: dark stage floors and walls, yellow trim, hazard-stripe motifs, theatrical set dressing, dust/fog, flickering lights, scanline/glitch-like material shimmer, subtle grime, rim lighting, and yellow bloom. The camera is first-person with mouse look and pointer lock. Show a fixed top-left HUD in yellow text reading the title STAR TIME, the current objective, controls hint, room counter (Room 1 / 10 through Room 10 / 10), and Signal health starting at 100. On first launch show a centered black intro card with yellow border: STAR TIME, text about an abandoned game-show studio waiting behind the curtains, "Clear 10 rooms. Keep moving.", and an Enter Studio button. Controls: WASD or arrow keys move, mouse look, E interact, Shift sprint, R reset current room, click to lock pointer. Display temporary bottom-center black/yellow bordered messages for room progress and danger feedback. Play sparse synthetic/metallic sounds and heartbeat/breath cues near the Room 1 threat.

Build ten connected-feeling but separately loaded rectangular studio rooms, each roughly 24 units wide, 40 units deep, with a bright framed exit door at the far end. The player starts near the positive-z entrance and progresses toward negative-z exits; constrain movement to the room bounds and use solid collision for maze walls. Room 1, "Maze Wake-Up": construct a dense but navigable maze from dark and yellow wall segments, pillars, dead ends, and a far exit around x=9. Add red blood pools/smears on the floor, pale claw-scratch marks, flickering yellow fog lights, and a pale roaming studio phantom with a glowing eye that follows a set path through the maze. The phantom damages the player when very close; reduce Signal health and, at zero, reset the current room. Add heartbeat and breath proximity cues.

Room 2, "Lobby Run": make the wrecked recording area with a large green-screen backdrop framed by truss-like posts, a faint ghost silhouette on the screen with a four-point eye patch and claw shape, flipped/tilted brown couches, scattered broken camera rigs, fallen light equipment, hanging cables, debris, green studio lighting, and a red flickering sign whose words cycle through ON AIR, STAY STILL, SMILE, and LOOK UP, with occasional glitchy face flashes and broadcast text. The goal is simply to reach and interact with the glowing exit door.

Room 3, "Generator Room": place three chunky cylindrical generators at distinct positions. They have dark bases and red cores; aim at each and press E to power it, turning its core bright. Show Generator 1/3, 2/3, etc.; only reveal/unlock the exit after all three are powered.

Room 4, "Star Pickup Room": place five floating glowing yellow octahedral stars around the room. They rotate and bob; walking close automatically collects them, with messages Star 1/5 through Star 5/5. Reveal the exit after all five are collected.

Room 5, "Hazard Sweep Room": create three horizontal yellow sweeper bars mounted on pivots at different depths. They rotate in alternating directions and damage Signal while the player is close. Reach and interact with the far exit.

Room 6, "Memory Pad Room": place four large floor pads in a row. At the beginning show the sequence "Remember: 2, 4, 1, 3"; the actual pad order is second, fourth, first, third. Detect stepping onto pads, light correct pads, reset the sequence and darken them after a wrong step, and reveal the exit after the full sequence is matched.

Room 7, "Switch Hunt Room": hide four small red vertical switch boxes around the room, at positions spread across both sides and depths, with a central blocking wall. Aim at and press E on each switch to turn it bright; show Switch 1/4 etc. and reveal the exit after all four are active.

Room 8, "Woods Set Room": make a fake forest inside the studio from repeated low-poly brown cylindrical trunks and muted green cone foliage, with stage fog/lighting. Place four glowing floating lanterns around the set; walking close collects them, showing Lantern 1/4 through Lantern 4/4. Unlock the exit when all are recovered.

Room 9, "Dark Catwalk Room": build a narrow raised-looking dark catwalk/floor across a much darker room, with three red flickering spark zones on the walkway. Spark zones damage Signal while the player stands over them and briefly brighten a nearby light. Reach and interact with the exit.

Room 10, "Final Hall": create a long yellow runway in a dark hall. At the far end place a stylized in-game girl figure rather than a detailed portrait: a yellow body/clothing, pale/white blocky hair with yellow tips, a four-point star eyepatch, one normal pale arm, and a magical yellow clawed replacement arm with three claw cones. As the player approaches the far end, trigger the ending: unlock the mouse, stop normal movement, show a final message/dialogue such as "So you actually made it? Don't look proud. Star Time eats people softer than you." and change the objective to "The studio remembers your face." Use an ominous hovering motion. Do not add combat, inventory, or features beyond this room-clearing progression and Signal damage/reset loop.

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