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Arcade › Sussurro
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Sussurro was built by aliceraiane123 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 Sussurro 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.
Recreate “Sussurro”, a polished single-device local party game in Brazilian Portuguese based on the telephone-game mechanic. Use a portrait-friendly responsive web layout centered in a dark purple radial-gradient background, with a top bar showing the bold white brand “Sussurro” and a small gold sparkle/star, plus a round indicator on the right during play. Place the current screen inside a large rounded dark indigo/purple card with a subtle translucent border, deep shadow, generous padding, and short fade/slide transitions when screens change. Use a warm off-white main text color, muted lavender body text, gold primary accent, pink turn labels, light blue informational callout, and green final score. System sans-serif typography; large bold headings and highly readable touch targets. Start on a home screen. Show a gold telephone symbol near the top, the heading “Telefone sem fio, do seu jeito.” with “do seu jeito.” highlighted gold, and explain: “Passe o celular de mão em mão. Cada pessoa vê uma frase por alguns segundos e escreve o que conseguiu guardar — no fim, descubram como a história mudou.” Include a blue-accent notice saying this is a local game for 3 to 10 friends on the same device, with no account or server. Provide a gold button “Começar uma partida” and a small tip telling players to keep the volume on and read each phrase aloud for extra chaos. The game has no network, accounts, audio, combat, or character/avatar; it is an interactive pass-the-phone word game. The setup screen asks “Quem está jogando?” and explains that at least three people should be added and names are only used to organize turns. Provide a multiline textarea labeled for names, one name per line, with example placeholder names Ana, Bia, Caio; accept and trim nonempty names and limit the list to 10. Provide a single-line initial phrase input with a 120-character maximum and an example placeholder such as “Um pinguim abriu uma padaria no deserto”. Require both at least 3 names and a nonempty phrase, showing a simple alert validation if either is missing. Include primary “Começar o sussurro” and outlined “Voltar” buttons. When a game starts, store the original phrase and make each player take a turn in order. The top-right round label should display “rodada X/Y”, using the current player index and total players. For each player, show a privacy/turn screen centered in the card: pink uppercase label “Passe o celular para [player]”, heading “Memorize a frase”, text “Você tem alguns segundos. Depois ela vai desaparecer.”, a large gold countdown initially at 8 seconds, and the current phrase in a dark inset box with a dashed light border, rounded corners, large bold text. Include a “Já memorizei” button. The countdown ticks down once per second and automatically advances to writing at zero; pressing “Já memorizei” advances immediately and cancels the timer. The current phrase must be HTML-escaped when displayed. The writing screen shows pink turn text “Vez de [player]”, heading “O que você lembra?”, and the instruction “Não volte para conferir. Escreva a frase do jeito que chegou até você.” Provide a focused multiline answer textarea labeled “Sua versão”, with a 160-character maximum and placeholder “Digite aqui...”, plus a primary “Passar adiante” button. Require nonempty trimmed text, alerting “Escreva uma versão antes de passar.” otherwise. Save each player’s answer, replace the current phrase with that answer, increment the turn, and pass the device to the next player. Do not expose the prior phrase on the writing screen. After every player has written an answer, show the results screen with a gold sparkle hero, heading “O telefone tocou!”, and text inviting players to compare the original phrase with what arrived at the end. Display a dark result panel for the original, labeled “Frase original”, followed by one panel per player in order, labeled “1. [name]”, “2. [name]”, etc., each containing their exact submitted version. Then show a centered green score reading “A frase sobreviveu N%”. Calculate N as the percentage of unique words from the original phrase that also occur in the final player’s answer, case-insensitive, splitting words on non-word characters; round to the nearest integer, and return 0 if the original has no words. Include “Jogar de novo” to restart with the same original phrase and player list from the first show/countdown turn, clearing results, and a secondary “Tela inicial” button that clears the game and returns home. Names, phrases, and answers should be safely escaped in rendered HTML. Keep the experience compact and touch-friendly: responsive width up to roughly 720px, vertically sized app/card, body padding that shrinks on narrow screens, stacked or wrapping action buttons, rounded text fields, clear focus rings, hover/active button feedback, and a mobile breakpoint around 520px. The visual mood should be intimate, playful, and slightly mysterious: dark violet surfaces, glowing gold accent, pink player-turn cue, and readable card-based information hierarchy.