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Arcade › WireSafe
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Isaac Fortune built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about WireSafe yet. Play it, then tell Isaac Fortune what you would add next.
WireSafe was built by Isaac Fortune 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 WireSafe 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 mobile-friendly 3D first-person mini-RPG called “WireSafe” using clean low-poly, blocky primitive geometry. The player explores a bounded square grassy outdoor map under a simple bright blue sky dome with fog and directional/hemi lighting. Scatter about 18 dark blue faceted rocks as obstacles, around 10 golden/yellow rectangular loot chests, a pulsing red cylindrical bomb with a glowing ring/halo, and about 10 roaming low-poly animals made from boxes: mostly fast gray wolves with snouts, ears, tails, and four legs, plus slower brown bears with large bodies, snouts, ears, and four legs. Keep the visual language simple and geometric, suitable for mobile; the provided visual reference shows the world from a high-ish first-person view with bright colored primitive objects on a dark/blue-green ground, including gold chest blocks, a cyan player/buddy character, a pale spherical-looking character/animal, a red bomb marker, and dark faceted rocks. Core objective and loop: on starting a run, reset the player, buddy, enemies, bomb, and randomized five-wire puzzle, start a five-minute countdown, then explore, loot chests, fight enemies, find the bomb, and disable it. Win immediately when the bomb is successfully disabled. Lose when the timer reaches zero and the bomb explodes, or when the player is killed; provide a Revive button that resets the run and starts again. The bomb starts armed and visibly shows a countdown such as 05:00 plus an ARMED tag. Wrong wire cuts subtract 20 seconds. The bomb changes to a green disabled state and its halo becomes green after success. Player and camera: use an FPS camera at roughly eye level, with a centered crosshair and simple first-person blue block arms/hands and a small tool block visible at the bottom of view. The full cyan/blue blocky player body is hidden by default to avoid camera clipping, but support a V key to toggle its visibility for debugging. The player has 100 HP, movement speed about 7, and can receive Leather Armor from a chest to increase maximum HP to 120 and reduce incoming damage. The player can attack with a short forward cone/close range swing (about 2 units); base damage is 18, increased by 10 with a Sword. Show a small attack/swing animation in the first-person arms and play simple synthesized feedback sounds for attacks, hits, loot, errors, and bomb events. Controls: desktop WASD moves relative to the camera yaw, mouse drag on the canvas looks around in FPS style, Space attacks, E interacts, and V toggles body visibility. On mobile provide a holdable four-arrow D-pad (up/down/left/right) for movement, a large Attack button, and an Interact button. Dragging on the non-UI game canvas looks around. Include a draggable “Drag” handle that lets the player reposition the action-button HUD. If creator fly mode is enabled, show Up and Down hold buttons for vertical movement. Implement the chat command exactly “-im) creator/123” to toggle fly mode; when enabled, raise the player and allow vertical movement, and when disabled return to ground height. Interaction and inventory: interacting near a closed chest opens it, changes it to a darker opened appearance, and awards one randomly selected item from this exact table: Pliers, Screwdriver, Sword, Leather Armor, Medkit, or Wire Map. Use six inventory slots and put loot in the first empty slot; also show a text list of collected items. Pliers and Screwdriver are both required for the bomb puzzle. A Medkit immediately restores 35 HP and does not need to occupy a slot. Sword increases attack damage, Armor increases max HP, and Wire Map only displays a hint that the correct wires are usually “cool” colors. If inventory is full, leave the item unavailable and show an error message. Nearby bomb interaction opens the disarm interface. Enemies: wolves are fast and low HP (35), deal 10 damage, and when close try to flank/circle before committing to a bite. Bears are slower and tougher (90 HP), deal 18 damage, and pursue with normal swipes plus a telegraphed short windup followed by a fast charge that deals heavy slam damage. Enemies wander when outside roughly 9 units and hunt the closest living target when nearby. Both enemies can attack the player or the local buddy, and should have simple walk animations, head/body bobbing, and wolf tail motion. Attacks and enemy hits should update the player HP bar and status message. Obstacles should block movement, and keep player/enemies inside the world boundary. Local companion/multiplayer placeholder: support one actual player plus a local blocky companion labeled P2, not network multiplayer. P2 has a cyan shirt, peach skin, dark pants, about 80 HP, wanders near a home position, can be targeted by enemies, and respawns after being defeated. If the player is downed, pause player control but keep simulation running; P2 should sprint to the player, stand nearby, and revive them after about two seconds, restoring roughly 55% HP. If revival takes too long, expose the self-Revive overlay. Include a start-screen Players selector from 1 through 10 labeled as future online multiplayer, but do not implement online networking. Bomb disarm interface: make a modal overlay titled “Disarm Bomb” with text explaining there are 29 wires, a required-tools status showing “Pliers + Screwdriver” and READY/NOT READY, and a scrollable list of Wire 01 through Wire 29. Each row has a distinct deterministic bright color swatch, an Intact/Cut state, and a Cut button. At the beginning of each run randomly choose exactly five distinct correct wire indices. The player must have both tools or cutting is rejected. Each cut wire is marked Cut and cannot be clicked again. Track “Correct wires cut: 0/5” and a Mistakes count. Correct cuts give positive feedback; incorrect cuts increment mistakes, subtract 20 seconds, and give negative feedback. When five total cut wires have been made, disable the bomb and close the interface with a victory message. Include a Close button to return to the map. HUD and menus: use a bright, readable overlay over the 3D world. At the top show HP number, percentage, and a horizontal health bar; six compact inventory slots with short labels; a status/message pill; and Save and Load buttons. Show the bomb timer and ARMED/DISABLED/BOOM tag. Provide a start overlay with the WireSafe title, subtitle “Loot chests • Fight wolves/bears • Disable the bomb,” Players 1–10 selector, Tap to Start button, and control hint. Add a local-only chat panel with Open/Close, scrolling timestamped messages, text entry and Send; seed it with welcome/P2-joined messages, and have P2 give short delayed local replies to words such as help, revive, bear, wolf, where, hi, or generic messages. Add Save/Load through local storage and periodic autosaving while active, preserving player position/stats/inventory, companion state, bomb timer/puzzle progress, chests, and enemy state.