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Arcade › Unit 12
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Remix Unit 12 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 first-person atmospheric investigation horror game titled “Unit 12,” set in a rain-soaked, abandoned elementary-school corridor at night. Use a dark, cinematic Three.js-style 3D presentation: near-black blue background and exponential fog, dim cool moonlight, a strong pale-blue flashlight cone centered with the camera, soft shadows, wet gray-green floors, and heavy rain particles falling throughout the level. The camera is an FPS view with a small circular crosshair. Start with a full-screen nearly black radial-gradient overlay and a centered bordered dark card. The card should read “Unit 12,” explain that rain has fallen for six hours, the old school is gone from official records, and the missing person was last seen near Unit 12, then show “WASD move · mouse look · shift run · space jump” and an “ENTER THE SCHOOL” button. Clicking the button (or a key press) begins the game, hides the overlay, enables pointer-lock mouse look, and starts looping rain audio. Build one long straight school hallway extending along the Z axis, with a broad dark floor and ceiling, outer side walls, and repeated classroom partitions. Place dark classroom doors in wooden frames at intervals on both sides, metal locker blocks near the walls, and several dark chalkboards. Put sparse abandoned desks and chairs just inside/near classroom areas, with a few irregular blue-black puddles or wet stains scattered on the floor. At the far end, place a sealed dark end wall with a red EXIT board and pale lettering above it. Keep visibility limited with fog and flashlight illumination so the corridor feels empty and oppressive. The player investigator begins at the entrance around the center of the corridor and moves with WASD, mouse-look FPS controls, Shift running, Space jumping, gravity, and collision with the floor. The core objective is shown in a lower-left HUD panel: “Find the missing student’s three clues.” and “Clues found: 0 / 3.” Keep a top-left case label such as “UNIT 12 / CASE 14-B,” and a top-right “FLASHLIGHT: ON” indicator. When the player looks toward an in-range clue, show the centered prompt “PRESS E TO INSPECT CLUE”; pressing E inspects the nearest visible clue within about 2.2 world units, hides it, increments the counter, and displays its narrative text briefly near the center. Place exactly three collectible clue markers in the corridor/classroom spaces: (1) an open child-sized notebook near the central hallway around the front section, whose inspection text is “A child-sized notebook lies open. The last page says: ‘Room 3.’”; (2) a small red ribbon snagged on a desk in a left classroom area, with text “A red ribbon is snagged on a desk. It smells like rainwater.”; and (3) a muddy handprint marker on a chair in a right classroom area, with text “A muddy handprint marks the chair. Someone was here tonight.” Use small physical paper/red markers to represent these objects, but make the interaction distance and E key the important part. After all three are collected, change the objective to “Case note complete.” followed by “All three clues recovered. Find the red EXIT board.” The player completes the case by reaching the far end beyond the EXIT board area; display “CASE CLOSED.” Add a threatening animated zombie-like stalker enemy loaded as a humanoid character, initially placed deep in the hallway. It should idle when distant, then move toward the player when more than roughly 3.2 units away, using a walking/running animation and rotating to face the investigator. When it gets close, show the centered message “Something is standing in the rain.” Do not add combat, weapons, health, or an invented enemy attack system; the threat is purely pursuit and atmosphere. Periodically trigger a very brief visual perception glitch: after the opening interval, roughly every 7–16 seconds, hide the school’s normal visual meshes for about 0.18–0.32 seconds and reveal a distorted hospital corridor overlay in their place. The alternate corridor should have pale gray hospital walls and ceiling, a muted gray floor, dark red doors/trim, red vertical wall lines, rectangular wall panels, and a dark red nurse station near the far end. Play a short glitch sound each time. Then restore the abandoned school. Maintain heavy animated rain and subtle camera motion while playing. The overall style should be sparse, realistic low-light 3D survival horror with restrained serif typography and a cold blue-gray palette accented by red doors, ribbon, trim, and EXIT signage.