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The Pick Me in Olympus

  • 3d
  • narrative
  • social-tension
  • mythology
  • choice-driven
  • low-poly
  • browser
  • adventure
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. Helena Knezeak built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

The Pick Me in Olympus was built by Helena Knezeak 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 The Pick Me in Olympus 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 The Pick Me in Olympus

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 playable browser-based 3D narrative social-tension game titled “The Pick Me in Olympus.” Use Three.js-style real-time 3D with a bright sky-blue background and light fog, a fixed-follow third-person camera positioned above and behind Hermes, and a low-poly, toy-like mythological aesthetic. The camera should smoothly follow the player around a circular Olympus plaza, look slightly downward toward the character and nearby NPCs, and briefly shake during glass-shatter story moments.

SETTING: Build a round golden Olympus platform with a raised white marble gathering dais and a gold ring inlay. At the far side place a distant marble temple base, a wide golden roof, and a triangular golden pediment. Surround the playable area with soft white cloud banks. Add rows of marble columns and a few classical statue props around the plaza, including external low-poly column/statue assets if available. Use warm directional sunlight, cool sky fill light, shadows, and a palette of cream marble, gold, brown, red, jewel-toned robes, and pale blue sky.

PLAYER: The player controls Hermes, a stylized low-poly humanoid. Model him from simple boxes, spheres, cones, and feather shapes: white tunic with dark red trim, bright red cape, brown legs/sandals with small white wing shapes, brown parted hair, a large metallic-brown winged helmet that covers his eyes, small white temple wings on the helmet, and large golden feathered wings on his back. Place Hermes initially near the front of the plaza. He can walk freely within a roughly circular boundary using WASD or arrow keys; movement should be normalized and Hermes should rotate to face his travel direction. Provide a mobile D-pad on the lower-right with up/down/left/right arrows and a center interaction button.

NPCS AND PRESENTATION: Place labeled stylized low-poly characters around the plaza, each made from a colored tapered robe/body, sphere head, blocky hair, and optional crown, glowing aura ring, or wings. Display each name above their head in a cream rounded rectangular label with a brown border and serif text. Include these NPCs and positions distributed around the central court: Zeus (pale gold robe, crown, yellow aura), Poseidon (blue robe, crown, cyan aura), Hades (dark purple robe, crown, violet aura), Tiresias (purple robe and aura), Aeolus (pale blue robe with light wings), Apollo (gold robe and warm aura), Helios (orange robe and sun aura), Athena (gray-blue robe and pale aura), Hera (magenta robe, crown and pink aura), Hephaestus (brown-red robe and orange aura), Ares (red robe and red aura), Aphrodite (pink robe and pink aura), Odysseus (green robe), Penelope (brown robe), Telemachus (blue robe), Circe (green robe and mint aura), and Calypso (blue robe and pale-blue aura). Emily is not present at the beginning; when Act II starts, create her as a pink-dressed mortal with blonde/yellow hair, a small black phone held at her side, and an “Emily” label. She enters from the far back and gradually approaches the center/front of the court.

CORE INTERACTION: Determine the nearest NPC within about 2.5 world units. The player can tap/click a visible character, or press Space (including the mobile D-pad center button) when close, to open the dialogue panel. Clicking should raycast against NPC models and select the clicked character. Dialogue is shown in a large translucent cream panel along the bottom with the speaker name, narrative line, and rounded choice buttons. Choices update visible state values and return to the court with options to talk nearby or advance/continue.

HUD: At the top-left show a cream translucent rounded title card reading “The Pick Me in Olympus” and “Hermes keeps the peace — until Emily arrives.” Show a matching stats card near the top containing the current act name and “Anger 0/10 · Tension 0/10 · Sorrow 0/10,” plus up to four current allies and antagonized names. Keep the values clamped from 0 to 10. On the right, show a small cream “Olympus vista” panel with a simple illustrated preview and the text about cloud-palace columns, gold roofs, and a breakable peaceful atmosphere; hide this panel on narrow mobile screens. Show a small toast near the top center for alliance/rivalry feedback. On desktop show instructions: “Move: WASD / arrows. Tap a character or press Space near them to chat. Choices shape alliances and tension.” Use Georgia/serif typography, cream panels with brown borders and shadows, and burgundy, gold, or blue choice buttons.

STORY AND GAME STATE:
Act I is “Act I — Ambrosia Quiet.” Start with anger, tension, and sorrow at zero, no allies, no antagonized characters, and the line “A relaxed day in Olympus.” Hermes may talk to all of the listed gods and mortals before Emily arrives. Each NPC has an opening line and two social choices: “Ally with them” lowers Hermes’s anger by 1 and records an alliance; “Needle them” raises anger by 1, raises tension by 1, and records them as antagonized. Include a third “Ask about Emily” choice that gives character-specific advice and, in Act II, raises anger and tension by 1. Give these choices distinct short responses and show a toast such as “Name leans toward you” or “Name is not thrilled.” After four talks in Act I, present a meta-dialogue saying that Act II is ready, with “Continue mingling” or “Begin Act II.” The player may keep chatting or explicitly begin Act II.

Act II is “Act II — Emily Enters.” Set Emily as arrived, bring the act stats to at least 2 tension and 2 anger, spawn Emily from behind the temple, play a soft glass-shatter sound, and apply a short camera shake. Show Emily’s entrance line: “Hiii Olympus! Don’t stop everything for me — unless you already did. Which is fair.” Offer a polite messenger-smile response or Hermes saying “Holy Moly,” with the latter raising anger and tension further. In Act II, Hermes can continue talking to the NPCs and making alliances or antagonizing them. Emily should periodically interrupt conversations; her interruptions increase tension and anger, and present choices to swallow it (raising sorrow), tell her to stop, or snap immediately. Use several specific interrupting lines about being divine-coded, Hermes being “the delivery one,” surviving the Odyssey, or Tiresias being a side character. When tension and anger both reach at least 6, offer a scene where Emily provokes Hermes and the player can hold it together or choose “Snap.”

Act III is “Act III — Hermes Snaps.” Set anger and tension to 10, mark Hermes as snapped, increase sorrow by 3, play a heavier glass-impact sound, shake the camera more strongly, and briefly pulse/tint the sky background pinkish. Show Hermes’s angry speech: “No. No more. I have carried prayers, wars, secrets, and every damn ‘quick favor’ across the sky — and you barge in like pain with a spotlight. Back. Off.” Visually freeze Zeus, Poseidon, Hades, Apollo, Helios, and Ares by subtly rotating/locking them; Ares should look frightened, while Apollo and Helios have a concerned exchanged-look pose. If the player talks to them during this act, show reaction lines: Zeus/Poseidon/Hades freeze, Ares is genuinely scared, Apollo and Helios exchange concerned looks. Tiresias, described in dialogue as having one eye of regained vision, reaches toward Hermes’s cape and tries to hold him back. Let the player inspect the frozen gods or let Tiresias reach him, then transition to Act IV.

Act IV is “Act IV — After the Shatter.” Keep Hermes angry with lingering sorrow and present exactly three major paths: “Talk with Tiresias,” “Vent to Zeus,” or “Brood alone.” The Tiresias path raises the Tiresias alliance and shows comfort: Tiresias says he is not there to make Hermes smaller, but so he does not have to be enormous alone; Hermes lowers the winged helmet enough for one green eye to show and is held, not fixed. The Zeus path lowers the intensity somewhat and establishes a boundary: Zeus listens without thunder and says a messenger should not become a mailbox for everyone’s damage, then grants a rule that mortals must pass Aeolus’s vibe check. The room path makes Hermes retreat alone, remove the cape but keep the helmet on, and stop performing that he is okay. Track the ending as Tiresias, Zeus, or Alone and provide a final reflective line, while retaining normal dialogue/navigation afterward.

AUDIO AND FEEDBACK: Load or synthesize two glass sounds: a softer glass shatter for Emily’s arrival and interruptions, and a heavier glass impact for Hermes snapping. Unlock audio on first keyboard or pointer interaction. Use camera shake and the background pulse only for the corresponding story moments. Maintain a responsive HUD on every choice. Expose a debug-friendly state API equivalent to window.getGameState(), returning act, actName, tension, anger, sorrow, alliances, antagonized, Emily arrival, snapped status, ending, last dialogue line, player x/z and velocity, and nearest NPC; also provide a setter that can patch act, act name, stats, and player position while clamping stats to 0–10.

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