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Static Between Us

  • 2d
  • narrative
  • exploration
  • story
  • choice-driven
  • family-drama
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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. Tsiyea Garves built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Static Between Us yet. Play it, then tell Tsiyea Garves what you would add next.

Make your own game

Static Between Us was built by Tsiyea Garves 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 Static Between Us 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 Static Between Us

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 browser-based 2D narrative exploration game titled “Static Between Us.” Use a full-screen canvas with a dark navy/purple atmospheric visual style, plus an HTML HUD layered over it. The player character is Max, a small stylized ginger-haired girl with a pale face, blue shirt, dark legs, and cyan electric arcs extending from both hands. The game begins with a centered modal start card over a dim radial-gradient background: kicker “AN ORIGINAL STORY GAME,” title “Static Between Us,” description explaining that Max’s electricity is getting harder to hide, and a cyan “Begin the memory” button. Include a small note that subtitles may be voiced using the device’s built-in speech voice.

The game is a linear episodic story with explorable scenes and dialogue. Place the persistent title “MAX: STATIC BETWEEN US” at the top left, the current chapter in uppercase at top right, a translucent electric-charge meter at bottom left starting at 42%, and touch controls at the bottom: left/up/down/right movement buttons, a lightning button, and an interaction/star button. On desktop the touch controls can be partially faded but remain available. Support keyboard controls: Arrow keys or WASD move Max when dialogue is closed; Space or Enter advances dialogue; E interacts; Q uses a spark. The lightning action consumes 8 charge and displays “Max releases a controlled spark”; if charge is below 8 show “Not enough charge.” The interaction action advances dialogue if dialogue is open, otherwise performs the current scene’s transition. Movement is bounded to the screen, with Max initially around the left side of each scene. After moving, change the objective toast to indicate that the player should move and press the interaction/star control.

Show dialogue in a large bottom-centered translucent dark panel with rounded corners, blurred backdrop, speaker name in warm yellow uppercase, story text, and a Next/Explore button. Advance through these exact story beats:
1. Chapter 1 · Sparks at Home, a purple/black memory living room. Lines: Narrator: “A memory, six years ago — before Max learned how to hide the storm in her hands.” David Lee: “You said she could control it. You said it was safe.” Mom: “I said she was trying. You keep turning every mistake into a disaster.” Max: “I didn’t mean to break the lamp.” Mom: “You are such a problem, Max.” Olivia: “Maxie…?” Narrator: “Olivia, only six, watches from the doorway. The blue sparks around Max make her step back.” David Lee: “I can’t do this tonight.” Narrator: “David grabs his coat and leaves. The front door shuts harder than it needs to.” Mom: “Go to your room. And don’t touch anything else.” Narrator: “The memory crackles out. Press Next to wake up.” The background should visibly suggest a living room with a light wall, dark floor, furniture blocks, and a “LIVING ROOM” label. Once dialogue ends, interaction opens the morning scene.
2. Chapter 2 · Before School, a dark blue kitchen/home scene with a brown floor, pale wall, sink-like light counter, and a dark doorway/room area labeled “KITCHEN · OLIVIA’S ROOM →.” Dialogue: Mom: “Stay awake. We are tired of yours—” Mom: “—of your accidents. Wash the dishes before school.” Olivia: “Maxie… can you not make the lights do that?” Narrator: “The sink is full. Olivia’s room is across the hall. The school bus arrives soon.” After dialogue, moving Max right beyond roughly 58% of screen width and interacting transitions to school; otherwise show “The dishes are waiting. Move right to the sink.”
3. Chapter 3 · Hallway Current, a blue school corridor with repeating window/locker-like panels, labeled “SCIENCE WING · FOREST EXIT →.” Dialogue: Teacher Haley: “Max, pay attention in class. The circuit diagram is not a doodle.” Max: “It keeps moving when I look at it.” Teacher Haley: “Then take a breath and look again. You can ask for help.” Narrator: “Walk through the school, visit the lab, or slip outside toward the forest.” After dialogue, moving right beyond roughly 62% width and interacting transitions to the forest; otherwise show “Walk right to leave the classroom wing.”
4. Chapter 4 · The Quiet Place, a forest scene using a lush forest background image or a comparable dark green forest illustration, with a translucent dark overlay and label “FOREST EDGE · FOLLOW THE HUM.” Dialogue: Narrator: “The forest hums with the same frequency as Max’s hands.” Max: “If I let it out… maybe it won’t hurt anyone.” Narrator: “Choose what Max does next.” At the end present exactly three choices: “Release a tiny spark,” “Keep it inside,” and “Ask Haley for help.” Release raises charge by 28, capped at 100, and shows “The forest catches the spark. Power +28.” Keep it inside reduces charge by 10, floored at 0, and shows “Max swallows the surge. Power -10.” Ask Haley for help shows “A message waits from Teacher Haley. Help is on the way.” Then close dialogue.
5. Chapter 5 · Sleep Mode, a nearly black-blue nighttime bedroom with a pale moon, dark floor and a muted bed-like rectangle labeled “MAX’S ROOM.” Dialogue: Narrator: “At home, the day finally goes quiet. Max lies down.” Olivia: “Maxie? Wake up. Please stop the lights.” Mom: “Stay awake. We are tired of yours—” Narrator: “The power surges. The next morning may come too early.” After dialogue, interaction loops back to the morning scene.

When dialogue is open, prevent movement and require Next/Space/Enter to proceed. At the end of a scene’s dialogue, the button reads “Explore” and closes the panel. Use toast notifications near the top center for objectives and action feedback. Add subtle speech synthesis for every displayed dialogue line when available, canceling the previous utterance; use a calm near-normal rate and pitch. Render the backgrounds as simple graphic scene paintings with gradients and blocky environmental silhouettes, while keeping Max clearly readable and consistently drawn in every location. Maintain responsive full-screen sizing with device-pixel-ratio canvas scaling and responsive text sizes. The experience should feel like an intimate, tense, cinematic interactive story about family conflict and a child learning whether to conceal or seek help for her dangerous electric ability.

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