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Arcade › Yondre Assimilator
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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 stylized third-person 3D cartoon stealth/action game titled “Yondre Assimilator.” Use an elevated follow camera positioned behind and above the player, looking toward the player’s upper body; the camera smoothly follows as the player walks around a small enclosed school campus. Render with bright soft lighting, simple low-poly geometry, ambient shadows, a pale blue sky background, and light fog in the distance. The overall look is cute anime-inspired school characters and colorful toy-like props, with no gore. Scene/layout: create a rectangular grassy campus courtyard bounded by a dark blue-gray picket/vertical-post fence on all four sides. Put a wide pale peach/tan walkway through the middle, with green grass on either side. At the upper-left/back side, create an open classroom area with a cream floor, three pink walls (back, left, and right), and several simple wooden desks/chair-desks arranged in rows inside. Add round stylized trees around the campus: short brown trunks with spherical bright-green canopies. Place three small procedural pie mascots around the grounds. Each pie is a low-poly golden-brown circular crust with a pink filling layer and a tiny dark face, and it should rotate slowly in place. Place a knife pickup on the grass near the classroom/path boundary; it should bob up and down and slowly rotate, making it visually noticeable/glowing or otherwise clearly collectible. Player: control a cute small anime schoolgirl avatar starting near the center of the campus, initially unarmed. Build her from simple rounded low-poly primitives: black/dark legs and shoes, a dark navy school-uniform torso, white shirt detail, pink accent/tie, skin-colored arms and face, large dark anime eyes, pink blush, small mouth, and long dark hair. She faces the direction of movement and has idle and run-style animation or subtle movement. When the knife is picked up, visibly attach a knife to her hand/right side and use a carrying idle/run appearance. Movement is free 2D ground movement with WASD or arrow keys: W/up moves toward negative Z, S/down toward positive Z, A/left and D/right across the campus. Keep the player inside the campus bounds and prevent walking through the classroom walls, desks, trees, and fence. Characters and targets: populate the campus with four wandering students (three girls and one boy) and one additional special girl rival with orange twin-tail hair and a floating “Osana” name tag. Use varied hair styles/colors and pastel uniform accents. Also place two blue-uniform counselor characters, one toward the north/right of the courtyard and one by the classroom. Students wander between random targets at about 1.05 units per second; counselors patrol at about 1.55 units per second. All characters should turn in their travel direction and use simple walk/run animation. Counselors have a larger detection radius: they can see the player within roughly 6.8 units, while ordinary students detect within roughly 5.3 units, provided there is line of sight around walls and solid props. Core loop: the objective is shown as “Find a weapon. Assimilate targets. Don’t let suspicion max out.” The player must approach the bobbing knife and press E or Space (or a mobile ACT button) to pick it up. Before obtaining it, action input near anything displays a message that a weapon is needed. Once armed, press E/Space/ACT near a target to perform a short slash/attack. Only a nearby target within about 1.25 units and generally in front of the player can be selected. Students, counselors, and pie mascots are all valid targets. On a successful assimilation, remove the target from the world and emit a brief burst of about 16 floating pink particles for ordinary students/pies, or blue particles for a counselor; this represents the action without blood or gore. Play light click/impact/alarm-style sounds if audio is available. Suspicion rules: start at 0%. Suspicion naturally falls by about 1.8 percentage points per second. Assimilating an ordinary student adds 12 points, assimilating a counselor adds 18, and assimilating a pie adds 6. Every living NPC within 6 units that has unobstructed line of sight to the assimilation adds another 17 points as a witness. If suspicion is above 34 and a student or counselor sees the player, suspicion rises over time: counselors add about 12 per second and ordinary students about 5 per second. Counselors should give an alarm/warning message when watching. When suspicion is above 55, or when the player is within about 2.1 units of a counselor, that counselor chases the player at about 3.05 units per second. If a chasing counselor reaches about 0.82 units, the player loses. The player also loses immediately when suspicion reaches 100%. If all students, counselors, and pies have been assimilated, show a win ending saying “You vanished everyone!” with text that no witnesses remain and Yondre wins the round. HUD/UI: overlay the game with a translucent dark rounded panel in the upper-left. Show the pink title “Yondre Assimilator,” the objective line, a “Suspicion” label with a percentage and a horizontal rounded meter that fills from cyan toward pink as suspicion rises, “Weapon” showing “none” or “knife,” and “Assimilated” with the count. Use a translucent rounded help panel in the upper-right reading: “WASD / Arrow keys to walk”, “E or Space to pick up / attack”, and “Stay out of counselor sight when suspicion is high.” Display temporary centered pale-yellow messages such as the safe-start instruction, weapon found, no target close enough, quiet assimilation, witness warnings, and counselor watching. On small/touch screens, show a four-direction on-screen pad at bottom-left and a pink ACT button at bottom-right. On loss, place a dark translucent full-screen overlay with a rounded card, a “Caught!” heading, explanatory text, and a pink Restart button. Begin with an approximately 8-second grace period/message telling the player to walk first and find the glowing knife, while retaining the normal stealth mechanics afterward. Keep the presentation bright, clean, playful, and non-gory, matching a low-poly school courtyard viewed from an isometric-like over-the-shoulder camera.”,