Save The Girl 3 is a Construct 3 build of 30 single-decision scenes: one green play button on the title screen, a best line reading best: 0 under it, and a WINS counter at the top of every scene with two item buttons waiting underneath.
LevelLoop wrote this play brief. The playable file, artwork, and runtime are delivered by an external game service. LevelLoop keeps supporting rights records for the catalog on file.
ShelfPuzzle
Reading the title screen
One play button, one best score
On 2026-10-04 in Chrome at 1280×800 Save The Girl 3 arrives as a 450 × 800 portrait canvas with black pillar bars down both sides of the frame. The title screen is a single cartoon scene: sky and clouds over a grey mountain, a strip of green grass, and a band of brown soil across the bottom.
A blonde girl in a purple dress and red heels stands in the middle of it. The title save the Girl is set above her in mixed lettering, with a rocket, a purple spiked ball and a red boxing glove drawn around it, and a green speaker icon sits alone in the top-left corner. Below the girl there is exactly one control: a large green triangular play button. On the soil band beneath that, the build prints best: 0.
Thirty scene layouts and no level board
The build is a Construct 3 export. Its entry page loads scripts/main.js, which is 172,925 bytes, and the project data in data.json is 292,629 bytes. That data declares 33 layouts in total: TITLE, PREPARE, LBASE and L1 through L30, every one of them a portrait 1440 × 2560 board.
There is no level-select board anywhere in that list, and in every capture pressing play went straight into a scene. The 30 level layouts are what the game plays through, one decision at a time.
Inside a scene
Two item buttons and a WINS counter
Every scene in a run carries one number. WINS: 0 sits near the top of the board in bold white with a soft glow, and there is no clock, no level number and no other figure on the play area at all. Two rounded item buttons, outlined in pale blue and white inside, sit in the panel at the bottom.
Three scenes read clearly in the capture. In one, the girl stands on a grey tiled sidewalk while two green-skinned, zombie-like figures close in from both sides, each holding a pink balloon, with a dark city skyline behind them; that scene's buttons are a rocket on the left and a fan on the right. In another, a yellow Pac-Man-like character chases her across an orange path under a red sky, and its buttons are a meat bone on the left and a blue ghost on the right. In a third she is shut inside a black wire dome with a golden ring on top, over a wall of dark green tiles.
Observed 2026-10-04 in Chrome at 1280×800: the zombie scene, with the WINS: 0 counter at the top and the two item buttons (rocket left, fan right) waiting in the panel below.
What a correct press looks like
Pressing the rocket under that zombie scene did not end anything: it moved the run on. The counter changed from WINS: 0 to WINS: 1, and the next scene showed the girl standing beside a jagged hole in the floor under a yellow warning sign, this time offering a wooden stick and a blue bucket. That is the feedback loop: the press decides the scene, and the counter is the only score on screen.
The buttons are drawn art rather than text. The build ships images/btn_choose_item_-sheet0.png for the pair and images/dialog-sheet0.png for the panel they sit in, and the character herself has her own images/girl-sheet0.png. Nothing in a scene is labelled with words; the icons are the instruction.
When the press is wrong
GAME OVER, REVIVE and tap to continue
Pressing the meat bone on the chase scene ended the run. GAME OVER appeared in large red bubble letters with a white outline over the scene itself, tap to continue was printed in white underneath it, and a REVIVE button sat on the panel while a rewarded-video camera icon with an X was drawn across the middle of the screen. The counter still read WINS: 0.
The failed scene stays visible behind the overlay, so the board you lost is still on screen with GAME OVER sitting on top of it. In the sessions we ran, the counter only moved when a press was right.
What the build file confirms
The project's variable list matches what the screen does: WINS, CHOOSED, CAN_CHOOSE, respawncnt, adcnt, adtime, adisplaying, adsshow, a reward_video flag and a highscore. The two sounds it ships for the end of a scene are a level-complete cue and a game-over cue, and the storage slot it saves under is named ds_2020_7_savethegirl_c3, next to a bpreplaybold.otf font file.
What our capture never reached: a level-select board, a hint button or a spoken line of dialogue. The game carries a dialog panel asset, but no dialog opened during the session, so nothing on this page describes one.
Save-the-girl quick checks
Items, counter and retries
Four things decide how a first session goes: how you get into a scene, what the two bottom buttons are for, what a wrong press costs and what the game remembers afterwards. Here is what the screen and the build file both say.
How do I start, and is there a level board?
The title screen carries one large green play button under the girl, with the line best: 0 printed on the soil band below it. Pressing play drops you straight into a scene: the project declares TITLE, PREPARE, LBASE and the 30 level layouts L1 through L30, and no select board among them.
What are the two buttons under a scene?
They are that scene's item pick, and they are always both on screen. On the zombie scene the pair was a rocket on the left and a fan on the right; on the chase scene it was a meat bone on the left and a blue ghost on the right. The scene resolves once you press one of them.
What happens if I press the wrong one?
The run ends. Pressing the meat bone on the chase scene produced GAME OVER in large red bubble letters over the scene, with tap to continue printed in white beneath it, a REVIVE button on the panel and a rewarded-video camera icon drawn over the middle. The counter stayed at WINS: 0.
Does the game remember anything between runs?
It keeps a best figure: the title screen prints best: 0 under the play button, and the build writes to a browser-storage key named ds_2020_7_savethegirl_c3. The counter you watch inside a run is WINS, and the project declares a highscore variable next to it.