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Arcade › Umbra Señal Muerta
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Umbra Señal Muerta was built by JSL RAPS 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 Umbra Señal Muerta 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.
Recreate “Umbra Señal Muerta” as a first-person 3D exploration game in Spanish, set inside a nearly black industrial/factory corridor called UMBRA / SECTOR 01. Use a Three.js-style perspective camera with a dark blue-black background, subtle fog, and a narrow enclosed corridor: a large dark gray floor, ceiling, side walls, end walls, and repeating thin vertical corridor ribs on both sides. Add sparse pale teal ceiling strips/lights, cyan/teal industrial accents, and a few dim factory props: a maintenance connection pipe on the left around the middle of the corridor, a large glass pipe on the right farther ahead, and a sealed door at the far end. Lighting should be moody and low-key: cool pale moon/ambient illumination, teal signal lighting around the relay, and a red warning light near the distant end. Materials are rough dark metal with faint emissive teal and red elements, with shadows and fog emphasizing the darkness. The player is an invisible first-person character starting near the front of the corridor at position roughly (0, 0, 7), looking down its length toward negative Z. Show a small glowing pale-teal plus reticle at screen center. Support FPS movement with an on-screen left joystick for movement and dragging on the right side to look around; also support keyboard interaction with E and the normal desktop camera/movement behavior. Include gravity/jumping if provided by the FPS controller, but do not add combat, weapons, enemies, inventory, or collectibles. The only progression is an unsettling maintenance-relay/threshold sequence. Initially show the Spanish objective “Encuentra el relé de mantenimiento.” The maintenance relay is a small dark metal rectangular electrical box on a short stand at approximately (0, 1.1, 2.5), with a small red glowing lamp. When the player is within about 2.3 world units and presses the prominent “INTERACTUAR” button (or E), activate it: change its lamp to teal, set the phase to displaced, move the dark horizontal phase barrier farther down the corridor from about z=-9.5 to z=-12.2, change the red door-glow strip to teal, and display “El relé responde. La distancia acaba de cambiar.” Then change the objective to “La puerta no lleva al mismo lugar dos veces.” After the relay is active, the corridor should subtly behave as anomalous rather than becoming a conventional puzzle: flicker ceiling lights intermittently, pulse the red warning and teal signal lights, and drain the stability meter only while the player is in the corridor section around z=-9 to z=-12, at roughly 1.8 stability points per second. If stability drops below 30, occasionally display “La orientación no coincide con el espacio.” The status HUD should change from “Fase: normal” to “Fase: desplazada.” Once the player has advanced past approximately z=-10.3, pressing INTERACTUAR should change the objective to “Cruza el umbral y escucha.” and show “La puerta está más lejos de lo que debería. Sigue avanzando.” Once the player reaches beyond approximately z=-13.2 and interacts again, complete the game and show a centered dark overlay titled “SEÑAL RECIBIDA” with the text “Has cruzado el sector. Algo respondió desde el otro lado.” Build the HUD to match the sparse sci-fi interface: top-left translucent dark rounded panel with the eyebrow “UMBRA / SECTOR 01” and current objective; top-right translucent panel labeled “ESTABILIDAD,” a horizontal teal stability bar starting full at 100%, and the phase label beneath it. Put a pause button with the “Ⅱ” symbol near the upper-right below the status panel. Put a compact teal/dark “INTERACTUAR” button in the lower-right. At the bottom center show the hint “Joystick izquierdo: moverte · Arrastra a la derecha: mirar · INTERACTUAR: usar”. Use thin muted blue-gray borders, pale gray text, teal highlights, and red warning accents. Brief interaction messages should fade in near the center/lower-center. Pause must stop progression and show a full-screen dark translucent overlay card with title “PAUSA,” text “La señal continúa aunque te detengas.” and buttons “CONTINUAR” and “REINICIAR.” The pause button and Escape should toggle pause; continue resumes, and restart reloads/resets the game. Do not add menus or systems beyond this single short atmospheric corridor objective. Ensure responsive mobile presentation with touch controls and a desktop-friendly first-person view.