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Arcade › Starfall Funplex
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Starfall Funplex was built by Darren 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 Funplex 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 dark low-poly 3D horror-survival game titled “Starfall Funplex: Night Shift.” The player is a night security guard seated in a northeast security office of a closed family entertainment complex and must conserve electricity and survive from 12:00 AM until 6:00 AM. Use a Three.js-style real-time 3D presentation with heavy darkness, cold blue ambient lighting, black space-like backgrounds, sparse dust particles, fog, emissive monitor/sign lighting, and simple blocky geometry/CC0-style furniture. The main menu should show an atmospheric 3D dining hall fly-through: a large dark floor filled with many rectangular dining tables and occasional chairs, a raised blue stage at the far end with a blue curtain/backdrop, glowing blue Starfall sign, speakers, dust, and three idle animatronic silhouettes with glowing blue/purple eyes. The overall visual tone is sparse, industrial, eerie, and low-poly rather than realistic. When a night begins, place the camera in a fully modeled 20 ft by 15 ft by 10 ft security office. Show a dark scratched industrial tile floor, worn beige concrete walls, dark lower metal wall panels, a white acoustic ceiling tile grid with some missing/damaged black panels, exposed conduits, vents, grime, loose cables, and warning/poster signs. A 10 ft by 3 ft security desk occupies the room, with three glowing camera screens, a power monitor, green maintenance terminal, keyboard, mouse, logbook, coffee cup, flashlight charging dock, and a small spinning desk fan. The east side has a heavy steel sliding Security Door A with hazard stripes, motor housing, red warning beacon, and approximately one-second vertical slide animation; the west side also has a physical backup Door B blast shutter. Include a reinforced glass window looking into a dim, pipe-lined security hallway with flickering fluorescent lights, posters, tiled floor, and darkness at its ends. Above the rear corner is a rattling vent cover used by Melody. The office should feel like the screenshot’s dark stage/dining environment translated into a claustrophobic industrial guard room. The central loop is camera management and power conservation. Display an in-game HUD with current night, time, power percentage, usage level, status/event feed, and controls for Cameras, Door A, Door B, Flashlight, Vent Seal, Maintenance, and a 3D Building View. Base usage is 1 and increases by 1 while the camera monitor is open, 1 for the flashlight, 2 per closed door, 1 for the vent seal, and 3 for the maintenance terminal. Start each night at 100% power; drain power continuously based on usage and night difficulty. If power reaches zero, shut off active systems, darken/flicker the office, report that something is moving in the dark, and potentially end the night before 6 AM. A full night is intentionally short, about 84 seconds in the implementation. The camera monitor must be an overlay that switches the 3D view to actual physical camera viewpoints inside the building, rather than using flat pictures. Provide 24 selectable cameras with IDs and labels, a floor label, a blueprint/minimap, static and scanline-like interference, camera distortion, security-monitor styling, and night-vision coloring for basement cameras and the indoor playground. Cameras are distributed across four floor tabs: First Floor—CAM 01 Main Entrance Lobby, CAM 02 Main Dining Hall, CAM 03 Main Stage, CAM 04 Backstage, CAM 05 Arcade, CAM 06 Prize Counter, CAM 07 Party Room A, CAM 08 Party Room B, CAM 09 Party Room C, CAM 10 Kitchen, CAM 11 Staff Hallway, CAM 12 Men’s Restroom, CAM 13 Security Hall, CAM 14 Security Door Camera, and CAM 15 Indoor Playground; Second Floor—CAM 16 Second Floor Employee Hallway and CAM 17 Animatronic Repair Room; Basement—CAM 18 Generator Room, CAM 19 Basement Corridor, CAM 20 Archive Room, CAM 21 Maintenance Tunnel, CAM 22 Old Security Office, and CAM 23 Experimental Storage; Roof—CAM 24 Roof Access. Each camera should be represented in the building model by a small physical housing/body/lens mounted at an appropriate height and aimed into its room. Provide a separate 3D Building View opened from the menu or office HUD. It should extrude the supplied 300 ft by 250 ft blueprint into simple navigable/displayable models for First Floor, Second Floor, Basement, and Roof, with transparent room walls, floor slabs, glowing camera beacons, and floor tabs. Include visible representative geometry: first-floor dining tables, rows of arcade cabinets, stage and logo wall, lobby reception desk/sign/benches/plants, security-office desk and monitor glow; basement generator/control panel, pipes along the corridor, archive boxes; and roof HVAC equipment and water tank. The blueprint overlay should show room names, camera rectangles/markers, and the office at the top-right. Floor switching must update both the blueprint and 3D floor view. Add five animatronics with simple blocky humanoid animal meshes, glowing eyes, and visible movement markers in camera feeds. Their routes and defenses must be exact: Nova the Fox is a fast silver/blue-eyed figure moving Backstage → Main Stage → Dining Hall → Arcade Entrance → Main Hallway → Security Hall → Office Door; Security Door A blocks Nova. Orbit the Bear is a slower dark-blue bear with a top-hat/cracked-faceplate concept moving Main Stage → Dining Hall → Main Lobby → Right Hall → Office; Door B blocks Orbit. Melody the Rabbit is a white rabbit with purple eyes moving Party Room C → Party Room B → Party Room A → Vent Access → Office Vent; the Vent Seal blocks Melody and the physical vent should rattle when she nears it. Jester is a black-and-white clown-like figure associated with the Arcade and can teleport between Arcade, Prize Counter, Dining Hall, Kitchen, Security Hall, and Office Door; using the flashlight near the final approach pushes it away. The Watcher is a very tall dark shadow with white eyes that randomly appears standing still in feeds across lobby, dining, playground, archive, basement, or roof; its appearance increases monitor glitch/static and it eventually causes a brief power/light outage. If an ordinary animatronic reaches its office endpoint while the correct defense is inactive, trigger a jumpscare/game over and return to the menu. Use night progression exactly as follows: Night 1 activates Nova; Night 2 adds Orbit; Night 3 adds Melody; Night 4 adds Jester; Night 5 adds The Watcher; Night 6 uses maximum difficulty with all threats. Movement should be timed and randomized, faster on later nights. Camera viewing should reveal animatronic positions on the appropriate camera map/feed, while status messages warn that a character moved. The monitor can accumulate static/glitch; maintenance functions can temporarily reduce interference. The Maintenance Terminal is an overlay consuming 3 usage and power per use, with actions including camera-bus reboot to clear static/glitch, a dining-hall audio lure that reverses one movement pattern, and an archive query. The archive’s secret result is only available after recovering all six hidden tapes, surviving Night 6, and querying the archive terminal after a win. Allow mouse, touch, and keyboard controls: C toggles cameras, A toggles Door A, D toggles Door B, F toggles flashlight, V toggles vent seal, T toggles the maintenance terminal, and M opens the 3D Building View. Menu options should support New Game, Continue, night selection with Nights 1–6 unlocking sequentially, Custom Night prototype starting Night 6, Extras, settings/info, and quit feedback. Persist unlocked nights, recovered tape count, and secret-ending state locally. Hidden tapes may be recovered by inspecting CAM 04, CAM 09, CAM 17, CAM 20, CAM 22, and CAM 24; track progress as 0/6 through 6/6 in Extras. Display survival feedback such as “6:00 AM,” door impacts, vent scratches, Jester glitches, Watcher warnings, power outage, and jumpscare state. Include subtle audio-style feedback for door motors, impacts, blips, buzzing, and vent rattles where supported, while keeping the core game playable with on-screen buttons.