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Starfall Avenue

  • 3d
  • isometric
  • city-story
  • exploration
  • dialogue
  • rhythm
  • qte
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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. daedalusgrey85 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starfall Avenue yet. Play it, then tell daedalusgrey85 what you would add next.

Make your own game

Starfall Avenue was built by daedalusgrey85 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 Starfall Avenue 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 Starfall Avenue

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 “Starfall Avenue” as a small playable Three.js-style top-down/isometric city-story game. Use a dark purple night palette and a fixed-following top-down camera: perspective camera at a moderate distance (about 18 units) following the player, with a 45-degree field of view. The world is a flat square city ground plane in deep indigo (#24264d), with atmospheric fog and a very dark purple background. Put a straight north-south avenue through the center: a nearly black road about 5 units wide and 30 units long, with two wide muted lavender-gray sidewalks on either side. Add short warm yellow lane dashes down the road center at regular intervals. Surround the avenue with simple blocky, shadow-casting buildings: a rose tower at the northwest/left-back side, a taller blue tower at the northeast/right-back side, a shorter ochre/gold tower toward the southwest/left-front side, and a dark ink-colored tower toward the southeast/right-front side. Add a couple of stylized park trees near the far end of the sidewalks and a bench on the left side. Use simple low-poly/blocky geometry and imported Kenney-style blocky character/urban assets if available, with soft shadows, a cool hemisphere light, warm directional light, and a pink accent point light.

The player is a small blocky humanoid avatar, initially positioned on the road near its southern end, controlled in the top-down view with the creator’s standard movement controls (the game’s controls are configured for topDown movement at speed 5; support the usual keyboard movement and any built-in pointer/touch controls). The player can walk around the avenue and approach NPCs. Place two animated idle blocky humanoid NPCs: Luma on the west sidewalk around (-4, 4), colored/associated with rose, and Vesper on the east/roadside around (4, -1), associated with blue. They face into the scene/avenue and have idle animations. When the player is within roughly 3.2 world units of the nearest NPC, show the bottom instruction “Near [name] — press E to talk”; otherwise initially show “Explore the avenue. Walk toward someone to talk.”

The core progression is recruiting a band. In exploration, pressing E near the closest NPC opens a bottom-center dark translucent dialogue panel. Show the NPC speaker name in uppercase small rose/pink lettering, their dialogue line, and a gold “Next” button. Also allow Enter or Space to advance. Luma’s two exact lines are: “You hear it too, right? The city has a chorus under all that traffic.” and “I can turn starlight into rhythm. But I need a bandleader.” Vesper’s two exact lines are: “Everyone keeps asking me to be quiet. That is exactly why I wrote a thunderstorm.” and “If your band can handle the feedback, I might stay for one song.” After the second line, recruit that NPC, add their name to the band roster, show a brief toast “[name] joined the band,” and return to exploration. The upper-right HUD roster panel should change from “Solo project” to the recruited names separated by “ · ”. After recruiting someone, the bottom prompt should say “Your band has a sound now. Find another spark, then press R to start a rooftop set.”

The HUD is always overlaid on the world. In the upper-left, use a rounded dark translucent glass panel with the gold letter-spaced title “STARFALL AVENUE” and subtitle “an isometric city story.” In the upper-right, use a matching panel labeled “BAND LINEUP” with the current lineup. At the bottom center, use a wide rounded dark panel for the exploration prompt. Use subtle borders, shadows, blur/glass styling, white text, gold highlights (#ffcf70), rose/pink accents, and muted lavender controls.

Pressing R during exploration starts the performance mini-game, but only after at least one NPC has joined; otherwise show the toast “Recruit at least one magical girl first.” Open a centered modal overlay that dims the avenue. The modal is a dark rounded card titled “VERSE SHIFT,” with text “Hit the keys in time to shape the next verse.” and a line describing the active roster as “[names joined by +] — choose the next verse.” Show a horizontal beat/timer bar, four or fewer large key tiles, and a gold “Start the set” button. Generate a random sequence of 2 + number of recruited members keys, capped at 4, choosing only A, S, D, or F. When the player starts, hide the start button, begin a 6.5-second timer, and show a toast “Hit the keys!”. The player must press the displayed keys in order; correctly hit tiles turn mint green. Any wrong A/S/D/F key immediately ends the attempt unsuccessfully; running out of time also fails. On success show “Perfect verse — the city sings with you.” On failure show “The verse wobbles, but the crowd keeps dancing.” Replace the button label with “Return to avenue”; clicking it closes the modal and returns to exploration with the prompt “The rooftop battle is waiting. Press R any time to perform again.” Keep the game focused on walking, conversations, band recruitment, and this short rhythm/QTE performance; do not add combat, health, scoring, inventory, or extra story systems not described here.”,

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