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Arcade › TEN O'CLOCK
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TEN O'CLOCK was built by MR.Capivara 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 TEN O'CLOCK 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.
Rebuild a browser-based 3D third-person exploration and math-quiz game titled “TEN O’CLOCK: A Dimensão do Tempo · Fragmento 01.” Use Three.js-style real-time 3D rendering with a dark fantasy/sci-fi nighttime palette: deep navy sky and exponential blue fog, strong cool ambient lighting, warm directional highlights, glowing cyan and pink magical elements, and translucent glassy HUD panels with rounded corners and blue-violet gradients. The player is a small stylized chrononaut standing on a floating/island-like platform. Make the avatar a simple luminous low-poly figure: a pale blue capsule-shaped body with blue emissive shading, a dark glossy blue visor, and a purple glowing cone/cape behind it. Use a third-person camera that follows the player at a moderate distance, with mouse look, WASD/arrow movement, Shift to run, and Space to jump. The player starts at approximately the center of a large starting island near the front/south side of the level. Falling below the world respawns them at the starting point and reduces health, but health should not go below 20. Build a connected sequence of floating, faceted island platforms extending forward into the fog. Include a large starting platform, smaller raised stepping stones, side islands at different heights, and farther platforms. Use blue-violet rocky polygonal materials with glowing purple edges. Populate the environment with silhouetted fantasy scenery: pine-tree groups, rocks, and a tower/fortified structure on the starting/training area. Place glowing floating cyan and pink crystal shards around the route. The overall scene should feel mysterious and sparse, with most distant geometry partly lost in darkness and fog. At the front/start area, place an NPC interaction point represented by the nearby fantasy tower/scene, and show the bottom-center hint “WASD / setas para mover · mouse para olhar · Shift correr · Espaço pular” by default. When the player is within roughly 3.0 world units of the start interaction area, change the hint to “Pressione E para falar com Aion.” Pressing E opens a bottom dialogue panel labeled “AION, o Guardião,” with this exact message in Portuguese: “Viajante, os ponteiros quebraram o céu. Resolva os enigmas na sala de treino e desperte os três portais. Depois, a porta da arena final reconhecerá seu pulso temporal.” Include a “Continuar” button that closes the dialogue. In the middle of the route, around a glowing cyan portal on a platform, place the Training Room interaction. The portal is a luminous cyan torus with a translucent cyan circular core. When the player is within about 3.4 units of it, display “Pressione E para entrar na Sala de Treinamento”; pressing E opens a centered modal quiz overlay titled “Sala de Treinamento Matemático.” Pause/disable normal interaction while the quiz is open. Present three questions in sequence, each with four clickable answer buttons labeled A–D and a feedback area: 1. “Se um relógio marca 3:00, qual é o ângulo entre os ponteiros?” Answers: “30°”, “90°”, “180°”, “270°”; correct answer is “90°”. Feedback for this question: “Às 3:00, o ponteiro dos minutos está no 12 e o das horas no 3: são 90°.” 2. “Qual é o próximo número: 2, 4, 8, 16, ?” Answers: “20”, “24”, “32”, “36”; correct answer is “32”. Feedback: “A sequência dobra a cada passo: 16 × 2 = 32.” 3. “Uma ilha tem 3 portais. Cada portal leva a 2 salas. Quantas salas existem ao todo?” Answers: “5”, “6”, “8”, “9”; correct answer is “6”. Feedback: “3 × 2 = 6 salas.” For a correct answer, increment XP by 1, show feedback beginning “Correto! +1 XP. O portal vibra com energia temporal.” and a temporary toast “Resposta correta · portal ativado,” then advance to the next question after a short delay. After all three are correct, close the quiz, set the final door to unlocked, and show a toast “A porta para a Arena Final foi aberta!” If the player answers incorrectly, do not advance; show “Ainda não. ” followed by that question’s explanation, and subtract 5 health while retaining a minimum of 20 health. Include an X/close control and Escape key support for closing the quiz. Re-entering the completed training portal should show a toast such as “A sala está completa. O portal final aguarda ao norte.” At the far end/north of the floating path, place a large final arena doorway/portal on a distant platform. It should be a glowing pink torus with a translucent pink core and a fantasy door frame behind/around it. Before the three answers are completed, keep its ring pink; after completion, change the ring material to glowing gold to clearly indicate that the door is unlocked. The existing mechanics only unlock and visually recolor this door; do not invent an additional combat or arena system. Also place a giant floating clock high over the central/far environment: a thick golden torus ring, dark navy face, twelve golden rectangular hour markers, and cyan and pink hands. Animate the whole clock slowly rotating, with the hands gently moving independently. Animate the training and final portals subtly, rotate/float the crystals, and pulse the portal lighting. Keep the clock and magical objects emissive so they remain visible against the almost-black blue landscape. Create a fixed HUD over the 3D view. In the upper-left, use a translucent rounded panel showing the gold title “TEN O’CLOCK” and subtitle “A Dimensão do Tempo · Fragmento 01.” In the upper-right, show a matching stats panel with Portuguese labels: “VIDA 100 / 100” and a pink health bar, “XP 0 / 3” and a blue/cyan XP bar, and “NÍVEL 1.” Update these values live: XP equals the number of correct answers, and level is 1 plus the integer half of correct answers, so it becomes level 2 after two correct answers. Health loss from wrong answers or falling updates the pink bar. Use the same rounded glass panel style for the bottom hint, dialogue, quiz modal, and temporary top-center toast. Make the interface responsive for desktop and narrow screens, with the game filling the viewport and no scrollbars. All visible instructional and narrative text should be in Brazilian Portuguese as specified above.”