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Arcade › Stillness
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Isaiah Onibudo built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Stillness yet. Play it, then tell Isaiah Onibudo what you would add next.
Stillness was built by Isaiah Onibudo 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 Stillness 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 minimalist browser game titled "Stillness" on a full-window HTML canvas. Render the game in a crisp, low-resolution pixel-art style: use a logical 320x180 world scaled up by an integer factor to fit the viewport, centered with dark navy letterboxing, and disable scrolling, selection, and normal touch gestures. The room should fill the logical canvas with a muted slate-blue wall above a warm brown tiled floor. Draw the floor from about y=118 to the bottom with horizontal and vertical pixel-art grout lines. On the left wall, include a dark-framed blue window with crossbars and a small white pixel cloud; animate the cloud slowly moving horizontally. On an upper-right shelf, draw a small brown cup/plant pot, green blocky leaves with subtle bobbing, and a pale object beside it. Add a simple warm wall lamp on the right with a dark stem, amber rectangular shade/glow, and a dark base. Scatter a few tiny slowly drifting dust motes across the room. In the center, show a seated pixel-art person on a reddish cushion: peach face and hands, dark hair, blue-gray body/clothing, dark legs/feet, and a very subtle breathing bob. Place the person above a blue rectangular rug with a lighter inset and evenly spaced pale yellow dashes. The only objective is to do nothing for 60 seconds. Start in a waiting state. At the top, show a translucent dark HUD strip with pixel monospace text "do nothing: 00.0s / 60s" (the elapsed value should update and be padded/formatted similarly), plus a dark progress bar beneath it that fills from left to right in muted gold over the 60-second run. In the waiting state, overlay a translucent dark panel in the center with the title "STILLNESS", the instruction "click, tap, or press enter once" in pale gold, and "then resist every input for 60s" beneath it. A pointer/tap or click starts a run; pressing Enter or Space also starts it. Starting input must be consumed and briefly ignored so it does not immediately count as a forbidden action. During play, advance a real-time elapsed timer toward 60 seconds and show a small "remaining seconds left" readout below the progress bar and "hands off" near the lower center. The player loses immediately if they press any key, click/tap/pointer down, scroll the mouse wheel, or open the context menu while playing. Also monitor pointer movement: establish the initial pointer position after the start-input grace period, and lose if the pointer drifts more than 22 screen pixels from that position. Use lose messages matching the cause, such as "pressed a key", "touched the quiet", "scrolled", "opened a menu", or "moved too much". Prevent the browser's default behavior for these inputs where appropriate. On loss, stop the timer and show a dark translucent centered overlay with the red-pale heading "you did something", text "run ended: [reason]", "time: [elapsed]s best: [best]s", and "tap or press enter to try again". On reaching exactly 60 seconds, enter a won state and show a subtly green-tinted overlay reading "You did nothing.", "a perfect quiet minute", "best: [best]s", and "tap or press enter to sit again". In either finished state, pointer/tap or Enter/Space should begin a fresh run. Persist the best elapsed time in localStorage under a game-specific key so it survives reloads. Keep the visuals restrained and contemplative: no enemies, combat, levels, sound requirements, or extra controls; the challenge is resisting interaction while watching the quiet pixel-art room animate gently.