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Sunny Mimic

  • 3d
  • arcade
  • collection
  • survival
  • horror
  • third-person
0
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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. Gideon Thomas built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sunny Mimic yet. Play it, then tell Gideon Thomas what you would add next.

Make your own game

Sunny Mimic was built by Gideon Thomas 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 Sunny Mimic 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 Sunny Mimic

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 browser-playable third-person 3D collection-and-escape game titled “Sunny Mimic Keys” (also branded Sunny Mimic). Use Three.js-style low-poly primitives and a bright, simple arcade presentation. The camera is a trailing, slightly top-down perspective camera with no mouse-look: it follows behind the player, smoothly lerps as the player moves, and looks toward the player’s upper body. Render a sunny light-blue sky with fog, a large flat saturated green grass yard, directional sunlight, soft shadows, and a few dozen randomly scattered simple flowers (small green stems with colorful yellow, pink, cyan, red, or lime blooms) around the yard.

Build a small simple house centered in the yard. It has cream/off-white rectangular walls about 16 units wide, 7.5 units tall, and 11 units deep, a dark red/brown pitched roof made from two slanted slabs, a front porch extending from the front side, pale wooden steps, white porch posts and a white horizontal railing, and a dark charcoal front door. The player starts in the grass in front of the house, approximately at (0, 0, -28), while the house is at the world origin. Use solid house-wall collision and a large yard boundary. Include a small raised back step behind the house and a low front roof shelf/ledge as simple walkable aids.

The avatar is a small stylized explorer represented by primitive meshes: a dark navy-blue capsule-like body, peach spherical head, and a dark round cap brim, with a soft dark circular shadow underneath. The player moves in the XZ plane with WASD; normalize diagonal movement. W moves toward the house/negative Z, S backward, A/D sideways. Hold Shift to sprint, increasing speed from roughly 8 to 12.5, while a stamina resource drains and then regenerates when not sprinting. Show a hop/jump on Space with a short vertical arc, roughly 5 vertical impulse under gravity, and play a small hop bleep. Do not require mouse control.

Place exactly three glowing gold keys around/on the house. Each key is a stylized gold ring, shaft, teeth, and a small pale glowing orb, slowly rotating and bobbing. Put one on the front porch railing, one on the front roof edge/raised roof shelf area, and one on a raised back step behind the house toward the left side. When the player comes within about 1.25 units of a key, hide it, increment the collected count, play a bright synth collect sound, and briefly display a center message such as “Key found” with “1/3”, “2/3”, or “3/3”. The objective is to collect all three keys, then enter the front door trigger zone; entering the door before collecting all keys must not win.

Add one enemy called the mimic. It is a very tall, frightening humanoid silhouette made entirely from low-poly meshes: two long dark reddish-brown legs, a tall capsule torso, long angled arms, a small dark skull-like spherical head, two glowing red eyes, and a white wedge/cone-like toothy mouth. Give it a large soft shadow and slight bobbing/arm animation. Start it around (12, 0, 18). It normally patrols in a broad loop around the house at about 3.2 speed. If the player comes within 16 units, switch to chase mode and pursue the player at about 6 speed. Keep it generally outside/around the house using simple steering away from the house center. If it touches the player within about 1.35 units, play a low hit sound, briefly show “The mimic got you” and “Dropped all keys. Run it back.”, reset the player to the starting position, restore all three keys, and set the key count to 0; the game continues rather than ending.

HUD: Put a bold white “Keys: 0/3” counter in the upper-left, and directly beneath it a long rounded horizontal stamina bar with a yellow-to-orange/coral fill that reflects current stamina. Along the upper center/right, show white instructional text: “WASD move • Shift sprint • Space hop • Avoid the mimic”. On the initial screen, show a large translucent dark rounded rectangular center panel with the title “Sunny Mimic Keys” and subtitle “Collect 3 keys on the house — then reach the front door.” Briefly show a smaller center message at reset such as “Find 3 keys” / “Then reach the front door. Avoid the mimic.” Center messages should also be used for key collection and being caught. After all three keys are collected and the player enters the dark front-door zone, stop gameplay, play a higher win bleep, and show a persistent center panel reading “You escaped!” with “R to play again”.

Support keyboard R to restart the entire game from the initial state. Also provide mobile controls: a visible virtual left joystick for analog movement, a hold-to-sprint button, a hop button, and an R/restart button on coarse-pointer/touch devices. Prevent long-press context menus on touch. Use simple Tone.js-style triangle synth bleeps for hop, key collection, mimic hit, and win, initialized after the first user interaction. Keep the visual style clean, colorful, low-poly, and readable, with the scary near-black/red mimic contrasting against the sunny green yard.

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