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Arcade › Talking Mouse
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Badlife Bird built it with Cinevva, so it works on a phone or a tablet too.
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Talking Mouse was built by Badlife Bird 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 Talking Mouse 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 a mobile-friendly 3D talking-toy game titled “Talking Mouse.” Use a Three.js-style real-time 3D scene with an orbit camera: perspective view from in front of a small bedroom, camera initially around (0, 2.2, 5.8), aimed at the mouse, with damping, drag-to-orbit, pinch/touch zoom, no panning, and restricted vertical angles. The scene should have a warm, cute toy-room look: a pale yellow circular floor, a large pink/red circular play rug, a cream/pale bedroom wall with alternating horizontal pastel pink and light-blue stripes, a blue sky-colored window on the back wall with white trim and three small white cloud blobs, soft fog, shadows, hemisphere lighting and a warm directional light. Include a desk/furniture prop in the middle-right/background, a chair nearby, and a bed in the rear-left corner, using simple low-poly/cartoon furniture comparable to the Kenney furniture kit. Place a small dark blue/black desk phone on the desk, with a rectangular body, glowing cyan screen, yellow button, pale antenna, and make it clickable. The main character is an original cute cartoon mouse made from rounded primitive shapes, standing on the rug toward the left/center foreground. It has a large nearly black charcoal body and head, two round ears, a peach/tan muzzle/face, tiny white eyes with black pupils, a dark nose, a small dark red mouth, a bright blue cylindrical pair of shorts, thin dark arms and legs, white mitten-like hands, yellow rounded shoes, and a thin peach tail curving behind it. Use soft shadows and a subtle oval/circular shadow under the mouse. Animate it continuously with a tiny buoyant bob, slight body/head sway, and head movement. While talking, animate the mouth opening and closing and wave the arms; when idle the mouth is mostly closed. Overlay a responsive HUD over the 3D scene. At the top, show a dark translucent rounded card with the title “Talking Mouse,” subtitle “An original cartoon mouse toy inspired by talking-pet games — tap the mouse or the desk phone, or make it repeat what you say.”, and a rounded speech/status bubble initially reading “Tap Say It to hear the mouse talk.” In the center/lower scene show a dark pill hint: “Drag to look around • pinch to zoom • tap the mouse or phone”. At the bottom, show a dark translucent rounded control panel. Its first row has a white rounded multiline text input, initially containing “Oh boy! Hi there!” (maximum 100 characters), a yellow “Say It” button, and a cyan secondary microphone button with a microphone icon. The next row has five large rounded buttons: yellow “Yes,” yellow “No,” yellow “Ha-Ha,” cyan “Repeat,” and pink “Phone.” On narrow/mobile screens, make the controls fit by using a two-column/three-column responsive layout similar to the reference, while keeping touch targets large. Core interaction: typing text and pressing “Say It” makes the mouse speak the trimmed text through browser speech synthesis, updates the speech bubble to that text, stores it as the last phrase, and animates the mouth/arms. Use an expressive high-pitched cartoon voice when available (roughly pitch 1.7, rate about 1.1, volume about 0.95), canceling any previous speech first; stop the speaking animation when speech ends/errors or after a short fallback timeout. If the input is empty, show “Type something first.” instead. Play a soft button click sound for controls. The quick buttons should produce these behaviors and example randomized lines: “Yes” says one of “Yes! Yep! Oh boy, yes!”, “Uh-huh! Yes yes yes!”, or “Yes! Let’s do it!”; “No” says “Nope!”, “Aw, no.”, or “No no no!”; “Ha-Ha” says “Ha-ha! Gosh, that’s funny!”, “Hee-hee! Oh boy!”, or “Ha! Ha! Ha!”; “Repeat” speaks the current last phrase again and increments a repeat count; “Phone” triggers a phone response. Tapping the 3D mouse also repeats the last phrase and increments the repeat count. Tapping the 3D desk phone starts a call response, increments a call count, briefly marks the phone as ringing, and makes it wobble/lift slightly while its cyan screen glows/pulses. Select one line such as “Ring ring! Hello? Oh boy, it’s the snack hotline!”, “Hello? Yep, I’m practicing my cartoon voice!”, “Ring ring! The mouse is busy being adorable!”, or “Hello there! This tiny phone actually works!”; speak it in the mouse’s voice, then return the phone to idle after about 2.4 seconds. The microphone button should use browser speech recognition when available, configured for one short en-US result (not continuous, no interim results). On start, change the bubble to “Listening... say a short line.” and visually switch the mic button to a pink/red recording state; on a result, put the transcript into the input and immediately speak it; on end, clear recording state; on failure, show “Mic failed — you can still type in the box.” If speech recognition is unavailable, show “This browser does not support speech input — type in the box instead.” The game is a simple interactive talking companion, not an action game: no enemies, health, timer, score, or win/lose state. Preserve the friendly pastel low-poly 3D presentation and the layered translucent dark UI shown in the reference.