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Trance Siege

  • visual-novel
  • branching-story
  • sci-fi
  • comedy
  • interactive-fiction
  • 3d
  • choice-driven
0
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sam built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Trance Siege was built by Sam 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 Trance Siege 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 Trance Siege

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 “Trance Siege,” a single-player branching visual-novel / interactive story game told from the POV of Overlord Vex Vantor, the smug owner of the Spiral Bastion doom-facility. The tone is campy, theatrical, goofy, and lightly perilous: heroes use comic mind-control/trance pressure to embarrass and thwart Vex, with no gore or explicit content. The main play area is a VN interface layered over an animated Three.js sci-fi background.

Visual presentation: use a dark sci-fi chamber as the persistent backdrop. Set the scene in a cylindrical Bastion core with a deep navy/blue-black floor, concentric cyan and violet glowing grid rings, twelve tall dark rectangular towers arranged in a circle, each with a bright cyan cap, small pink hovering drone-orbs moving around the center, floating stars/specks, and a central stack of rotating/intersecting cyan and purple torus rings. Use atmospheric fog, neon cyan and magenta point lights, subtle camera drift, and animated rotation/hovering. The camera is a forward-facing perspective view from inside the chamber, looking toward the central rings and surrounding towers; gently sway/rotate the camera and background, with trance increasing ring motion and magenta glow, alert affecting movement/lighting, and pointer movement subtly influencing camera position. Keep the 3D view mostly as an atmospheric background behind readable story panels.

UI: place a polished responsive VN HUD over the 3D scene. At the top, show the title “Trance Siege,” the label “Visual Novel / Villain POV,” and four visible numeric stats from 0–12: Smug, Trance, Alert, and Dignity. Smug represents bluff/confidence, Trance represents mental overwhelm, Alert represents facility chaos, and Dignity represents remaining self-respect. Show chapter/status pills such as the current chapter, heroes cleared out of 5, and warnings when Trance is 8+ or Dignity is 3 or lower. Use dark translucent navy panels with cyan, violet, pink, and gold accents.

Build the story as discrete scenes with speaker, chapter, tagline, portrait card, narrative text, and tappable choices. Portraits should be inline stylized SVG character cards with simple geometric faces, hair/costume shapes, and color-coded gradients. Include Vex, Facility AI Overseer-9, Narrator, and five heroes: Sir Gleam, Velvet Echo, Prism Kid, Captain Threadcount, and Doctor Lullaby. Each speaker should have a distinctive color palette and role text. Choices should be large mobile-friendly buttons; risky trance/dignity choices should be visually marked.

Story flow:
1. Opening Act: introduce Vex as an overconfident villain who owns a giant doom facility and has a ridiculous hypnosis skylight. Heroes are breaking in and some want to arrest or reform him. Start with an “Enter the bastion” choice.
2. Facility Lockdown: Overseer-9 announces that countless heroes have invaded, including the insulting breach of the laundry deck. Give Vex three choices: broadcast a smug threat (increase Smug and Alert), pretend the invasion is a training exercise (increase Smug and Dignity), or mash random defense buttons (increase Alert and Trance while reducing Dignity).
3. Dynamic hub: show a holographic map and list which heroes have been handled and which remain. Let the player choose any uncleared wing, with route chaining that can jump directly from one hero wing to another. Available wings are Hall of Mirrors—Sir Gleam, Grand Auditorium—Velvet Echo, Reactor Walkway—Prism Kid, Laundry Deck—Captain Threadcount, and Dream Lab—Doctor Lullaby. After at least three heroes, or when Trance/Alert is high enough, allow the player to risk the throne-room finale; after all five, make the final stand available normally.

Hero routes should each have an introduction and several choices with stat consequences, a normal comic setback, an extended high-trance branch, a hero-specific fully-broken branch, and ways to return to the hub or chain to another uncleared route. Track each cleared hero and route order.

Sir Gleam route: in the Hall of Mirrors, a shiny paladin with a glowing concentric-ring visor orders Vex to stand down and stop posing. Choices include mocking the visor, hiding behind Vex’s own giant statue, or trying to out-swirl the mirrored floor. These can lead to Vex being forced into a rigid hands-on-hips hero pose, accidentally complimenting his own jawline, or synchronizing with his reflection. In the extended branch, Gleam calmly directs Vex’s posture, attention, speech, salute, and stillness until the villain becomes glassy-eyed and obedient, then releases him only when told to recover. Include a fully broken branch where Vex goes blank and waits for permission to think, with increased Trance and reduced Dignity.

Velvet Echo route: in the Grand Auditorium, use curtains, spotlights, a velvet villain lectern, and a pendulum microphone. Choices include a monologue duel, grabbing a larger pendulum, or hiding in the prop room. Echo can match Vex’s cadence until his threat speech becomes an intermission announcement, synchronize his arm to a pendulum rhythm, make him bow or repeat stage directions, and turn him into a cooperative volunteer in her performance. The extended branch is smooth, rhythmic, and theatrical; the broken branch has Vex obey cues such as bow, hold, look up, thank the unseen audience, and make a silly sound, before Echo lets his thoughts return.

Prism Kid route: on the Reactor Walkway, a tiny, excessively confident hero uses a kaleidoscope gauntlet projecting spinning rainbow panes over the reactor glow. Choices include laughing at the toy, ordering drones to fire with eyes covered, or demanding a demonstration. Outcomes include Vex nearly laughing off the catwalk, drones forming a rainbow-lit ring like backup dancers, and Prism Kid cheerfully overwhelming him with shifting optics. Preserve the comic tone and provide a high-Trance branch where Vex becomes dazed, humbled, and unable to maintain his intimidating review of the gadget.

Captain Threadcount route: in the Laundry Deck, make the hero a crisp laundry-deck crusader whose cape-folding and textile systems are absurdly effective. Use clothing/linen machinery, folding stations, and the contrast between villain grandeur and humiliatingly practical cape maintenance. Choices and consequences should revolve around resisting, exploiting, or being defeated by precise cape folding, posture correction, laundry equipment, and propaganda-like embarrassment, then include a high-Trance obedient/fully-broken branch and a route-specific ending if Vex reaches the finale mentally flattened by Threadcount.

Doctor Lullaby route: in the Dream Lab, use soft moonlight, crescent monitors, glowing moon technology, humming pods, and a criminally soothing voice. Choices include trying to stay awake, using frantic caffeine/energy to resist, or lying down on a pod to prove superiority over comfort. The pod branch should have extended dialogue where Vex breathes, answers hazy questions, becomes sleepy and docile, and is guided through rest, counting, tucked cape, sleepy answers, and waking only when Doctor Lullaby permits it. Include a fully broken branch where the last edge of Vex’s ego drifts away and he waits for every next instruction. Keep it comic, non-explicit, and focused on embarrassment and mental fog.

The player’s choices modify the four clamped 0–12 stats and set per-hero cleared flags. Track lastBrokenBy when a fully broken branch occurs. Some choices should increase Trance or decrease Dignity by 2 and be marked as warnings; some should increase Smug, Alert, or let the player escape. The hub should dynamically show handled heroes and remaining heroes and the route order.

Final Stand: in the throne room, describe leftover spirals, glitter, laundry steam, and a cozy moonlit patch from the Dream Lab while more hero transports arrive. Display the final Smug, Trance, Alert, and Dignity values and route order. Offer four choices: deliver an absurdly confident counter-speech (increase Smug), trigger every backup alarm/decoy/smoke machine (increase Alert and reduce Dignity), pretend to surrender and bluff free mid-handshake (increase Smug and Trance), or sink into the throne and call the trance “strategic meditation” (increase Trance and reduce Dignity).

Compute multiple endings from the final stat mix, route history, and broken-state flags. Include: “Spiral Throne” for high Trance, where Vex loses the Bastion while remaining seated with absurd dignity; “Public Relations Disaster” for very low Dignity, where heroes leave with humiliating footage; “Smug Beyond Reason” for high Smug/high resistance, a victory driven by bluff and ego; “Mutually Assured Embarrassment” for high Alert chaos saving the Bastion; and the default “Captured Mid-Monologue.” If Vex reaches the finale mentally flattened by a specific hero, provide a hero-specific ending variant. Show an outcome panel with ending title, narrative text, and final stat readout, plus buttons to play again or reread the finale.

Implement browser persistence with localStorage: three manual save slots plus an autosave, each showing chapter, speaker, and timestamp. Add Continue Autosave, Restart Run, and a Chapter Select panel with presets for Opening, Lockdown, all five hero chapters, and Finale. Support mobile taps and keyboard shortcuts: number keys 1–9 select visible choices, Space selects the top choice, and R restarts. Expose window.getGameState() and window.setGameState(patch) for state inspection/testing, including current scene, chapter, stats, flags, ending, route order, cleared heroes, and available choices. Autosave after meaningful choices and chapter jumps. Do not add unrelated combat, inventory, gore, multiplayer, or features not described above.

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