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Arcade › Twin Heist
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Twin Heist was built by Timothy Adams 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 Twin Heist 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 first-person 3D stealth game titled “Twin Heist” set in a dark, low-poly indoor safehouse. The player is a notorious thief making one final job: infiltrate the safehouse, recover three stolen goods caches, and escape so the government wipes their prison sentence. Use a first-person FPS camera with a centered white crosshair. Desktop controls are WASD or arrow keys to move, mouse to look, Shift to sprint, and E to interact. Support mobile with a built-in virtual movement joystick, drag-to-look, and an Interact button that appears when an object is in view and within range. Build one enclosed safehouse floor with a dark blue-black industrial atmosphere, simple box-like walls, concrete-looking floors, a ceiling, interior partitions, counters, cabinets, crates, desks, shelves, a computer, doors, and cover around multiple rooms. The building is roughly rectangular, with an entrance/front area at the south, offices and storage spaces on the left and right, a utility room in the back-left, and a vault at the back-center behind a closed metal gate. Put a service hatch/exit on the far right side of the back area. Use dim cool lighting, fog, soft shadows, dark slate materials, subtle emissive colored interactables, and a restrained sci-fi stealth HUD. Props can resemble Kenney-style low-poly furniture/urban assets; the two guards can use animated humanoid character models, with simple capsule-and-head placeholders as fallback. At the beginning, show a translucent dark briefing panel titled “Twin Heist” with the premise and these instructions: search for clue notes, restore power, solve the breaker order, grab the loot, and escape before Bob and Buck catch you. Include a “Start the job” button. Do not activate guard detection until the job is started. Once active, show a top/right Mission panel with a live objective and status inventory: Generator On/Off, clue status for blue/red/green, Breaker chain 0/3, Goods 0/3, and a Hidden status when hiding. Show a top-center alert meter labeled Stealth, changing to Tension and Spotted as detection rises. Fill it with a green-to-yellow-to-red gradient. Show short message notifications and contextual center prompts such as “Start generator — press E or tap Interact.” On mobile, show the Interact button only when relevant. Implement this exact mission chain: 1. The player starts outside/in front of the safehouse around the southern entrance. The first objective is “Find the utility room in the back-left and restore generator power.” Place a generator in the back-left utility room on/near a utility counter. It has an initially dark lamp. Interacting with it turns the lamp bright green, changes Generator to On, and displays “Power restored. The breaker locks are live.” 2. After power is restored, the objective becomes searching the offices and storage rooms for three clue notes. Place three glowing, floating/oscillating note markers around the safehouse: a blue note on an office desk in the left/front office, a red note in the right storage area near crates, and a green note in the back-right security/computer area. Interacting with each hides it and displays respectively “Blue goes first.”, “Red is second.”, and “Green is last.” The HUD marks each clue with a check. 3. Place three colored breaker controls around the building: blue in the left/mid office area, red near the center corridor, and green in the back-right area. They can only be used after generator power is on. If all notes have not been read, show “You still need all three clue notes.” Once all notes are read, require the exact order blue, then red, then green. Correct inputs illuminate the corresponding colored indicator and increment Breaker chain. An incorrect breaker resets the sequence to 0/3, turns off the indicators, and displays “Wrong order. The lock sequence resets.” When all three are correctly activated, hide/open the vault gate and display “Vault unlocked. Grab the stolen goods and escape.” 4. In the back-center vault, reveal three glowing collectible caches/jewels only after the breaker puzzle is solved. Place them in a row, colored cyan, gold, and pink, floating slightly above the floor and gently rotating/oscillating with small point lights. Interacting with each hides it, increments Goods, and displays “Recovered cache 1 of 3” etc. After the third, tell the player that all goods are recovered and the service hatch is the way out. 5. Put a service hatch/exit barrier on the far right side of the back wall. Interacting before all three goods are recovered gives “Get all three stolen caches before you run.” After Goods reaches 3, interacting sets the game to a win state, removes/opens the hatch, and displays an end panel titled “Job Complete” explaining that the goods are back in government hands and the sentence disappears. Include a restart/play-again button. Add three usable hiding spots: a records closet in the left office, a gap between shelves in the right storage area, and a locker/cover position behind the utility breaker area. When the player interacts with one, lock them into the hiding position, show Hidden in the HUD, suppress guard detection, darken the screen with a veil, and change the prompt to leave hiding. Interacting again lets them slip back out. Use nearby desks, shelves, counters, walls, crates, and partitions as cover and line-of-sight blockers. Add exactly two patrolling guards called Bob and Buck, collectively “The Twins.” Bob wears/uses a reddish-brown visual treatment and begins near the central/back corridor; Buck uses a blue visual treatment and begins in the right/front storage/lobby area. Give each a looping patrol route through several waypoints across the rooms. They should turn toward their movement direction and use idle/walk animations when available and a run animation during pursuit. Each guard uses line-of-sight detection: while not chasing, they can see the player only within about 8.8 world units, through unobstructed raycasts, and within a forward-facing cone; while chasing, detection extends to about 11.5 units and permits a broader view. Seeing the player raises that guard’s alert and starts a chase for roughly five seconds toward the player’s last seen position. If the player breaks sight, alert gradually decays and the guard eventually resumes patrol. Guards move faster while chasing. Proximity also contributes mild tension. If either guard reaches approximately 1.25 units from a visible, non-hidden player, trigger a caught/game-over state, identify Bob or Buck, show a “Caught” end panel with retry guidance about hiding and breaking line of sight, and provide a restart option. Sprinting should produce periodic concrete footstep sounds; use subtle interface click/error sounds for interactions and wrong breaker inputs when audio is available. Keep the presentation grounded and uncluttered: dark safehouse geometry, cool moonlike directional light and blue ambient light, fog fading into the distance, soft shadows, glowing colored clues/breakers/jewels, and translucent rounded HUD panels with pale blue text. The objective should progress dynamically from generator, to clues, to breaker order, to vault goods, to escape. Include a final darkening veil during hiding and a red-tinted veil during high alert. Avoid adding weapons, combat, health, extra floors, alternate routes, lockpicks, throwable distractions, or other mechanics not described here.