Arcade › Velvet Static
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gustavo Favassa built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Velvet Static yet. Play it, then tell Gustavo Favassa what you would add next.
Velvet Static was built by Gustavo Favassa 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 Velvet Static 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 "Velvet Static" as a moody, single-room 3D point-and-click noir mystery titled "Episode 01 · The Last Broadcast." Begin with a full-screen title overlay: deep plum/black radial-gradient background, a centered framed card with thin antique-gold border and inset dark-magenta border, large gold serif uppercase title "VELVET STATIC," the subtitle "A moody private-eye mystery with the cool, dreamlike pacing of modern noir television — filtered through a 90s point-and-click adventure.", and a gold outlined button reading "CLICK TO ENTER THE CASE." Clicking the card dismisses it and opens the game with an introductory dialogue box from Detective Vale: "Rain makes every city look guilty. Tonight, the Rialto Theatre has one last secret to give up." The button says "Start investigating." The playable scene is a small rain-darkened television alley / street set rendered in stylized low-poly 3D. Use a fixed elevated three-quarter orthographic camera looking toward the back wall, with a dark purple background and atmospheric fog. The ground is broad charcoal pavement; surround it with a muted plum masonry back wall and left wall. Along the back wall place a red/maroon awning with repeated narrow brass/gold stripes, a dark wooden door with a trim frame and blue-gray glass pane on the left, and a glowing warm amber/red sign area reading "RIALTO" and "OPEN 24 HRS." The set should feel chunky and deliberately like a 1990s adventure-game room, with warm practical lighting against cool moonlight: purple ambient light, blue-gray directional light, and a warm orange point light near the detective. Add heavy vignette, subtle animated film grain/dither, and horizontal CRT scanlines over the entire screen. The player character is Detective Vale, positioned in the foreground/middle of the alley. Use an animated humanoid base if available, but visually layer on a dark nearly-black-purple trench-coat silhouette, pale shirt front, narrow dark-red tie, and black fedora with brim and crown. He idles in place and walks by smoothly interpolating to clicked destinations on the ground; rotate him toward his destination. Clicking empty ground moves him. Keep the camera fixed; it does not follow him. Dress the street with three interactive 3D props: a street lamp toward the right/back, a bench toward the right/midground, and a separate back door toward the right side of the rear wall. Also place a chunky wooden desk/table in the central foreground with a darker wood body and warm brown trim. On its top is a small folded cream-colored case note. Every interactive object is a hotspot. A normal click on a hotspot moves Detective Vale toward it and opens a bottom-centered dialogue panel. A long press/touch (about 420 ms) opens a contextual action menu at the pointer with the title "CHOOSE AN ACTION" and four buttons: Look, Talk, Hand, Foot. Implement the following exact content and behavior: - Street lamp: Look says "The lamp hums like an old television."; Talk says "Vale keeps his distance. The street lamp has nothing to say."; Hand says "A strip of black tape is wrapped around the base."; Foot says "Vale decides that kicking the street lamp would be a poor investigative technique." It yields no inventory item. - Bench: Look says "Something is tucked beneath the bench."; Talk says "Vale keeps his distance. The bench has nothing to say."; Hand says "You find a matchbook from the closed Rialto Theatre." and adds the inventory item "Rialto matchbook"; Foot says "Vale decides that kicking the bench would be a poor investigative technique." - Back door: Look says "The back door is locked from the inside."; Talk says "Vale keeps his distance. The back door has nothing to say."; Hand says "The lock has fresh scratches. Someone left in a hurry."; Foot says "Vale decides that kicking the back door would be a poor investigative technique." It yields no inventory item. - Folded case note on the desk: Look says "A note, folded twice. The ink is still wet."; Talk says "Vale keeps his distance. The case note has nothing to say."; Hand says "“Ask for the song that never aired.” — M." and adds the item "Folded case note"; Foot says "Vale decides that kicking the case note would be a poor investigative technique." Use a dialogue system where the first inspection of each hotspot can be continued into a case-file reveal: when the player presses Continue after the first interaction, mark that hotspot used, add its clue to the clue list, and show a "CASE FILE" response containing its clue. The exact clues are: lamp: "A strip of black tape is wrapped around the base."; bench: "You find a matchbook from the closed Rialto Theatre."; back door: "The lock has fresh scratches. Someone left in a hurry."; case note: "“Ask for the song that never aired.” — M." After a hotspot is used, Continue closes the dialogue normally. Repeated interactions still show the hotspot's normal text. Do not add combat, enemies, timers, branching endings, or extra rooms. HUD styling should remain elegant dark noir: small gold uppercase "VELVET STATIC" at top-left with "Episode 01 · The Last Broadcast" below it; top-right a right-aligned "CASE FILE" label and clue list, initially "No clues yet," then discovered clues separated by centered dots. At bottom-left include a dark translucent gold-bordered "INVENTORY 0" button. Clicking it toggles a small inventory panel above it titled "DETECTIVE'S INVENTORY," initially showing "Empty pockets," then showing gold-on-plum item chips for "Rialto matchbook" and/or "Folded case note" with the count updated. Dialogue is a wide bottom-centered dark plum gradient panel with antique-gold border and inner dark border, gold uppercase speaker label, cream serif text, and a maroon Continue button with gold outline. Maintain responsive sizing for mobile and desktop, preserving the fixed composition and readable overlays. Use only the visible scene, controls, text, and mechanics described here.