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Arcade › Tiny House
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Rory Snowden built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Tiny House yet. Play it, then tell Rory Snowden what you would add next.
Tiny House was built by Rory Snowden 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 Tiny House 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 playable 3D third-person stealth-collection game titled “Tiny House // PS1 Toy Stealth.” Use a low-poly, flat-shaded, deliberately retro PS1-style presentation: a dark navy background with fog, chunky geometric models, simple hard shadows, muted beige/brown house materials, and bright accent colors. The camera should follow the player from behind in a third-person perspective with a perspective field of view around 58 degrees; keep the tiny character and surrounding giant furniture visible. The game takes place inside a giant rectangular house approximately 42 units wide by 30 units deep, enclosed by low beige walls and a brown floor. Build a simple floor plan with outer walls and partial interior walls: a hall-like opening toward the north/front door, two room-dividing walls around z=3, and recognizable oversized furniture including a large dark table at the north-right, a sofa at the north-left, a cabinet near the far right, and a bed in the south-left. Add a muted red rug in the central area. The front door is a glowing mint-green rectangular door centered in the north wall. The player is a palm-sized blocky toy robot, starting near the southwest/south end of the house at approximately (-17, 0, 11). Model it from chunky primitive shapes: a teal rectangular body, dark blue box head, two small yellow/gold eyes, and two dark legs. The player moves around the floor in third person. Support keyboard controls WASD and arrow keys for movement, Shift to sprint, and Space to hop/jump. On touch screens, provide a visible bottom-left circular directional-pad with up/left/down/right buttons and a center jump button, plus a circular RUN button on the bottom-right. Movement should be constrained by the house/furniture collision geometry as appropriate. The objective is exactly: collect 3 lost toy stars, then reach the front door. Place three rotating, floating, glowing gold star-like collectibles made from crossed low-poly octahedron shapes at approximately (-16, 0.75, -11), (13, 3.25, -7), and (-16, 0.75, 11). When the player comes within about 1.15 units of a visible star, hide/remove it and increment the collected count. Make them visibly rotate and bob slightly. The centered mint-green front door is only a win target; winning occurs when all 3 stars have been collected and the player reaches the door area near z < -12.5 and |x| < 3. Add three oversized low-poly human patrol enemies. They should be much taller than the toy, built from simple primitive geometry: purple/indigo clothing torsos, faceted peach skin heads, and reddish legs. Have them continuously walk along fixed looping patrol routes at about 1.55 units per second: Human A loops through (-10,-1), (-2,-1), (-2,8), (-10,8); Human B loops through (12,8), (18,8), (18,-10), (12,-10); Human C loops through (0,-11), (8,-11), (8,-5), (0,-5). Animate their legs slightly as they walk and rotate them in their travel direction. Humans detect the toy only when it is within roughly 8.5 units, inside the human’s forward-facing field (dot-product facing check greater than about 0.18), and not hidden. Detection fills a red alert meter over time, faster at close range (roughly 42 per second under 4 units, otherwise 18 per second). The alert does not need to decrease during normal play. Blue translucent glowing chunky boxes at approximately (10,-7), (-12,-7), and (16,-5) are hiding spots; if the toy is within roughly 1.7 units of one and near the floor, set it hidden, make the player immune to human detection, and show a “HIDDEN // humans cannot see you here” message. Visually use blue boxes as obvious hiding places. If the alert reaches 100, end the run with a caught/game-over state. Show a message such as “Caught! Press R or tap ENTER THE HOUSE to try again.” Allow R to reset the player, score, alert, stars, and enemy starting positions. If all stars are collected and the door is reached, end in a win state and show “You escaped with every star!” Do not continue movement updates after win or game over. Escape should toggle pause and the HUD should indicate a paused state. Recreate the HUD and start overlay shown in the reference. Use a fixed dark translucent HUD over the 3D scene. In the top-left, show a bordered panel with the amber monospace title “TINY HOUSE // PS1 TOY STEALTH,” objective text “Find the 3 lost toy stars, then reach the front door.” and a thin bordered alert bar whose fill is red. In the top-right show “Stars: 0 / 3,” updating to the current count and adding “// PAUSED” while paused. At the bottom center show a bordered hint panel with the movement instructions, changing to the hidden, caught, or escaped message when those states apply. Before the game begins, display a full-screen dark translucent overlay with a centered navy card outlined in pale cream, a chunky shadow, an amber “TINY HOUSE” heading, explanatory text saying the player is a palm-sized toy exploring a giant house, must collect the lost stars, stay out of human sight, sneak to the front door, and that blue boxes are hiding spots while a full alert means capture. Include a large amber “ENTER THE HOUSE” button; clicking it starts the game and removes the overlay. Use a monospace/pixel-like UI font, cream borders, amber heading/button, pale blue instructional text, and dark navy/near-black colors to match the screenshot.