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Arcade › Taco & Milky
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Katrina Gibson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Taco & Milky yet. Play it, then tell Katrina Gibson what you would add next.
Taco & Milky was built by Katrina Gibson 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 Taco & Milky 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 browser-based first-person low-poly 3D horror chase game titled “Taco & Milky,” rendered with Three.js. The camera is at ground height with a 75-degree perspective view, mouse-look via pointer lock, subtle head-bob while moving, a small centered “+” crosshair, heavy dark fog, strong vignette, flickering lights, and a flashlight-like warm spotlight attached to the camera. Use a very dark nearly black palette and simple geometric meshes with no detailed textures except face textures drawn procedurally on canvases. The game has two sequential chapters and a clear state flow: title screen, playing, chapter-clear, game-over, and final win. At launch, show Chapter 1 loaded behind a translucent centered panel. The panel says “Taco & Milky,” describes it as a horror chase in 2 chapters, explains Chapter 1 is to find 10 tacos and Chapter 2 is to find 10 milk jugs in the store, and instructs the player to click to lock the mouse and press Enter. Enter starts Chapter 1. If caught, show “GAME OVER,” say “It touched you,” and allow Enter to restart the current chapter. Clearing Chapter 1 shows a chapter-clear panel and Enter starts Chapter 2. Clearing Chapter 2 shows “YOU WIN” and Enter replays from Chapter 1. Controls: WASD or arrow keys move relative to the camera yaw; Shift sprints while movement keys are held, increasing speed from about 3.6 to 6 units/second but consuming stamina at roughly 28 per second; stamina regenerates at roughly 18 per second to a maximum of 100 when not sprinting. Space performs a small hop with upward velocity, gravity, and ground height around 1.6. Mouse controls looking after clicking to lock the pointer; Escape releases it. Keep movement constrained by simple AABB collision volumes. Chapter 1 is a dark back alley/yard: a large dark floor, perimeter walls forming roughly a 44-by-40-unit enclosed area, and around ten randomly placed chunky junk-box walls of varied width, depth, and height. Add five thin lamp poles with warm orange point lights that flicker. Use black-blue fog around density 0.06. The player starts near (0, 1.6, 8). A hostile sentient taco starts around (0, 0.9, -10): make it a roughly 1.4-unit cube-like golden taco object with a glowing red point light. Its front has a procedurally generated face: pale yellow base, grime speckles, two tall black eyes with small red glowing pupils, and a wide black smiling mouth with white teeth; label the face “TACO.” It continuously chases the player with a slightly erratic/jittering direction, base speed about 2.35, and becomes 0.55 faster while the player is sprinting. If it comes within about 1.05 units, trigger game over. Scatter exactly 10 floating glowing golden taco pickups, represented by rotating torus-knot meshes, bobbing vertically around y=0.7. Avoid placing them too close to the player start or enemy. Walking within about 1.1 units collects one, removes it, increments the HUD, and plays a short pickup tone. Chapter 2 is a dark grocery store: a larger dark floor with perimeter walls about 56 by 56 units and multiple long parallel shelf rows across the room, spaced about 6 units apart, each made from chunky dark shelf boxes with end caps. Add ten cold blue-white flickering point lights around the store and use slightly lighter fog around density 0.045. Reset the player near the same start position. The enemy is a haunted milk carton starting near (-10, 0.95, -18), made as a pale blue-white box about 1.2 wide, 1.8 tall, and 1 deep, with a cyan glow. Give it the same grotesque procedural face but with a pale white base, cyan glowing pupils, and the label “MILK.” It chases more slowly at a base speed of 2.0, but accelerates as it gets close, adding up to about 1.2 speed based on proximity, with mild path jitter. If it comes within about 1.1 units, trigger game over. Scatter exactly 10 floating glowing pale-blue milk-jug pickups, represented by capsule meshes, bobbing and rotating; collecting all of them clears the chapter and wins the game. HUD is always minimal and unobtrusive: top-left bold “Taco & Milky”; top-right a rounded translucent dark stats pill showing “CHAPTER 1” or “CHAPTER 2,” a separator dot, “Tacos: 0/10” or “Milk Jugs: 0/10,” another separator, and “Stamina: 100.” At the bottom center show a rounded translucent hint pill with context-sensitive instructions such as “Click to lock mouse • Find 10 tacos • Don’t let it touch you,” “Chapter 2: Find 10 milk jugs • The carton learns your path,” or restart/replay prompts. Use a full-screen dark radial vignette overlay and translucent blurred modal panels with thin borders and rounded corners. Audio should begin only after a click or key press using Tone.js: sustain a quiet dark drone chord (C2, G2, Bb2) and use short triangle-wave synth blips for pickup, hop, proximity tension, hit, and chapter-win events. Keep the presentation goofy-but-creepy, sparse, and tense rather than adding weapons, combat, dialogue, extra characters, or unshown mechanics.