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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Anissa Zaina built it with Cinevva, so it works on a phone or a tablet too.
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Ward 5 was built by Anissa Zaina 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 Ward 5 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.
Rebuild a browser-based 3D educational escape-room presentation game titled “Ward 5,” subtitled “Clinical Escape • Semiology Live Case.” Use Three.js or an equivalent web 3D framework with a fixed, non-player-controlled cinematic camera: a bright three-quarter perspective looking into the current hospital room from above and toward the room’s interior, with a close-up toggle that moves the camera nearer to the examination area. Build five adjacent, connected hospital rooms laid out along the X axis, each approximately 12 units wide and 11 units deep, with pale blue-gray floors, white walls, ceilings, soft shadows, cool hospital lighting, light fog, and clean low-poly/asset-pack character models. The room sequence is: 1) “Reception & Initial Medical Interview,” 2) “Semiological Characterization of Symptoms,” 3) “Visual & Motor Clinical Examination,” 4) “Provocative Tests & Paraclinical Exploration,” and 5) “Clinical Synthesis & Final Diagnosis.” Each room has a blue wall stripe, a dark room sign, a labeled door on its right side, and distinct furnishings. Room 1 should contain a desk and computer, a reception desk and computer, a HISTORY poster, one patient, and seven selectable doctor characters grouped in the room. Room 2 should contain a desk/computer, couch, SYMPTOMS poster, and clipboard. Room 3 should contain an examination bed, pillow, examination lamp, NEURO EXAM poster, and a glowing MOTOR screen. Room 4 should contain an examination bed, vital monitor, instrument tray with small instruments, and PROVOCATION poster. Room 5 should contain a conference table and chairs, a large dark screen labeled CLINICAL CLUES, and SYNTHESIS poster. Place a long corridor/floor strip connecting the rooms. Doors 1–4 are blue and labeled LOCKED initially; the final door is red and labeled EXIT. When a room puzzle is solved, animate its door sliding/opening and then advance the camera and presentation to the next room. Do not add free walking, combat, inventory, timers, health, or enemies: the game is a guided presenter-controlled clinical case with dialogue, clickable character inspection, multiple-choice reasoning gates, and a final diagnosis input. At startup, show the camera on room 1 and load a patient plus seven doctor avatars from animated human character assets. The doctors’ selectable roles are “Doctor 1 • History,” “Doctor 2 • Symptoms,” “Doctor 3 • Motor,” “Doctor 4 • Ocular,” “Doctor 5 • Tests,” “Doctor 6 • Imaging,” and “Doctor 7 • Synthesis”; the patient role is “Patient.” Clicking a visible 3D character selects it, shows a toast with the selected role, and updates the dialogue panel with “Selected [role]. Use NEXT DIALOGUE to trigger the prepared interaction, or continue the case when the presenter is ready.” A “SELECT A CHARACTER” button should remind the user to tap a 3D character. Implement a bottom dialogue panel with a speaker label, clinical text, and a blue “NEXT DIALOGUE” button. The prepared dialogue, in order by room, is: Room 1: Presenter: “Welcome to Ward 5. A patient presents with fluctuating weakness. Begin with the history.” Doctor 1 • History: “When did the symptoms begin, and what makes them better or worse?” Patient: “My eyelids droop after reading, and my voice fades by evening. Rest helps.” Room 2: Presenter: “Characterize the pattern. The room is now a symptom-mapping station.” Doctor 2 • Symptoms: “Any numbness, pain, or loss of bladder control?” Patient: “No numbness or pain. It is weakness that comes and goes.” Room 3: Presenter: “Examine ocular and motor function. Compare the first attempt with repetition.” Doctor 3 • Motor: “Please look up for thirty seconds, then repeat the shoulder abduction.” Presenter: “The eyelids drift lower and the shoulders fatigue. Sensation remains intact.” Room 4: Presenter: “Provocative testing and paraclinical exploration can narrow the differential.” Doctor 5 • Tests: “The sustained upgaze reproduces ptosis. Acetylcholine receptor antibodies are ordered.” Presenter: “A normal sensory exam and fatigability point toward the neuromuscular junction.” Room 5: Presenter: “All clues are now on the clinical synthesis screen. Stop when the audience is ready to vote.” Doctor 7 • Synthesis: “Fluctuating ocular-predominant weakness, fatigability, preserved sensation.” Presenter: “Enter the final diagnosis after the audience discussion.” After the last dialogue in each room, show a centered puzzle panel saying the room puzzle must be solved to physically unlock the next door. Each puzzle has three buttons and only the first answer is correct: Puzzle 1 “Identify the highest-yield opening question.” Options: “Exact onset and fluctuation,” “Only the patient’s temperature,” “A full dietary log.” Puzzle 2 “Which feature best characterizes the syndrome?” Options: “Fatigable weakness with rest improvement,” “Constant sensory loss,” “Sharp dermatomal pain.” Puzzle 3 “What finding is most useful in the motor exam?” Options: “Worsening ptosis with sustained upgaze,” “Loss of vibration sense,” “Fixed ankle clonus.” Puzzle 4 “Which exploration fits the working hypothesis?” Options: “AChR antibodies and focused neuromuscular testing,” “Immediate orthopedic MRI only,” “Urine culture alone.” Puzzle 5 “Which diagnosis best unifies the clues?” Options: “Myasthenia gravis,” “Meningitis,” “Peripheral neuropathy.” Incorrect choices should leave the scene in place and show a short toast such as “That clue does not fit the evolving case.” Correct choices unlock the door; for rooms 1–4, advance to the next room after a short delay and reset that room’s dialogue. For room 5, reveal a final diagnosis form instead of advancing. The final diagnosis panel should say “Final diagnosis,” explain that the teaching answer is myasthenia gravis, provide a text input and “SUBMIT DIAGNOSIS.” Accept input containing “myasthenia” case-insensitively. On success, animate/open the red exit door and show a centered “Case completed” overlay titled “Diagnosis confirmed: Myasthenia gravis.” Include the explanation “A fluctuating neuromuscular junction disorder causing fatigable weakness, with ocular-predominant symptoms and preserved sensation,” plus two teaching cards: “Management focus — Pyridostigmine, trigger review, respiratory risk assessment, and specialist neurology follow-up.” and “Teaching point — Symptoms worsen with use and improve with rest — ask the patient to demonstrate the change.” Include a “RETURN TO HOSPITAL OVERVIEW” button. The fixed HUD should match a polished clinical broadcast interface: translucent white rounded cards with subtle blur, blue/teal accents, dark navy text, and soft shadows over the 3D scene. Top left: “WARD 5” and “Clinical Escape • Semiology Live Case.” Top right: “PRESENTER CHANNEL,” current room title, and a horizontal progress bar at 20%, 40%, 60%, 80%, and 100% as rooms advance. Bottom left: dialogue card. Bottom right: a presenter-controls card labeled “PRESENTER CONTROLS — MANUAL ONLY” with six buttons: PAUSE, RESUME, REWIND, ZOOM, CHANGE CHANNEL, and yellow STOP. PAUSE freezes dialogue/character animation/door motion; RESUME continues. REWIND backs up one dialogue step and hides the puzzle. ZOOM toggles the close examination camera. CHANGE CHANNEL opens a modal titled “Differential diagnoses” with cards for Myasthenia gravis (“Fatigable weakness, ocular signs, normal sensation.”), Botulism (“Autonomic findings and pupillary involvement would be expected.”), and Multiple sclerosis (“Would more often produce sensory or upper motor neuron clues.”), plus “RETURN TO CLINICAL SCENE.” STOP only functions in the final synthesis room, opening a presenter-hold modal titled “Audience vote — final diagnosis” with text asking the audience to commit before revealing the answer and a “RELEASE WHEN DISCUSSION IS COMPLETE” button that returns to the diagnosis input. In non-final rooms, STOP should show a toast saying it is reserved for the final synthesis scene. Use responsive HTML/CSS so the HUD remains usable on small screens, with rounded 10–16px buttons/cards, a pale blue-gray background, compact uppercase labels, and a six-column compact presenter control layout on mobile. Render the hospital with cool white/blue materials, teal glowing monitors/screens, dark navy signs and furniture, blue doors, a red final exit, directional and hemisphere lighting, soft shadows, and a restrained professional medical-training aesthetic. Add small toast notifications near the top center for selection, room transitions, pause/resume, zoom state, door unlocks, and incorrect answers. The only game completion condition is entering the correct final diagnosis after solving all five clinical puzzles.