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After the Bell

  • 3d
  • horror
  • first-person
  • survival
  • atmospheric
  • interactive-fiction
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. alexgdickinson7 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about After the Bell yet. Play it, then tell alexgdickinson7 what you would add next.

Make your own game

After the Bell was built by alexgdickinson7 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 After the Bell 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.

Read the build brief for After the Bell

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 dark, first-person stationary horror-survival game titled “After the Bell.” Render a small locked classroom in Three.js or an equivalent real-time 3D engine. The player does not walk; the camera is fixed around standing eye height, facing toward the front of the classroom, but the player can drag/pointer-swipe to look around horizontally and vertically. Also support ArrowLeft/ArrowRight for yaw and ArrowUp/ArrowDown for pitch. Clamp the vertical look so the player cannot freely flip over. Use a wide perspective camera, very low-key nighttime lighting, deep blue-black ambient darkness, soft fog, and a subtle red fill light toward the back/front of the room. The visual style should be cinematic, minimal, eerie, and mostly silhouetted: dark gray classroom walls and floor, black ceiling, sparse moonlight, muted brown wood, and small red glowing eyes on supernatural teacher figures.

Build the room with a large dark floor, back wall, side walls, and black ceiling. At the front/back wall place a dark wooden door with a thick frame and a broad dark chalkboard above/behind the teacher area. Put three simple student desks in a row across the room, each with a wooden tabletop and thin legs. Add a larger wooden teacher desk near the front. On the right wall, add a tall narrow window with a wooden frame, dark translucent blue glass, and a very faint pale moon-glow strip behind it. Place a small phone/table near the window and a closed book on the teacher desk/front desk area. The phone and book may be represented by imported low-poly furniture/book models or simple dark props, but they must be visible in the scene.

The game begins with a full-screen dark overlay/card. Show the title “After the Bell,” explanatory text: “You are locked in a classroom after midnight. Drag to look around. Keep the phone on the table near the window. If something comes to the door, play the remote audio. If something appears outside the window, do not look at it. If the teacher appears at the desk and makes a sound, open your book.” Include an “ENTER CLASSROOM” button. Once pressed, hide the overlay, start the timer, and show the initial message “The clock starts. Keep your eyes off the window.”

Use a fixed HUD over the 3D view. At top-left display uppercase spaced text “AFTER THE BELL”; at top-right display a digital elapsed timer starting at 00:00. At top-center show a bordered status panel initially reading “Stay quiet. Watch the room.” and, after starting, “Listen for the room to change.” At bottom-left show a translucent dark event log panel. At bottom-right show two large controls: a red/danger-styled “PLAY REMOTE AUDIO” button and a blue-gray “OPEN BOOK” button. On narrow screens, stack or stretch the controls across the bottom and move the log above them. Buttons should have rounded corners, thin borders, uppercase/strong lettering, and subtle pressed feedback.

The core game is about responding to three timed supernatural classroom events while staying still and listening. After approximately 6 seconds, trigger a door event. Make one of two abstract teacher silhouettes appear in or just in front of the doorway, randomly choosing between a blue-gray “Teacher Morse” and a muted red-brown “Teacher Hollow,” and offset it slightly to one side of the door. The teacher should be an eerie simple silhouette: tapered/cylindrical body, black spherical head, and two tiny red glowing eyes. Change the status to “KNOCKING. Play the remote audio.” in a danger color and log “Something is waiting at the classroom door.” Play a low ominous tone. The player has about 5.2 seconds to press PLAY REMOTE AUDIO. Pressing that button during play should activate remote audio for about 4.2 seconds, play a higher tone, temporarily hide the doorway teacher, clear the door event, set status to “Remote audio playing — the doorway is empty for now.” and log “Your phone chirps from the table.” If the deadline expires without remote audio, end the game immediately.

After approximately 11 seconds, trigger the window event. Show an abstract dark teacher silhouette outside/at the right-side window, oriented toward the room, with tiny red eyes. Change the status to “A sound came from the window. Do not look.” in danger styling, log “A wet scrape travels across the glass.” and play a low tone. Continuously test whether the camera’s forward view is aimed at the window (a narrow forward-facing cone, roughly a dot-product threshold of 0.82 toward the window). If the player looks at the window while the silhouette is present, immediately end the game. Otherwise, after the event’s short randomized duration (roughly 4–11 seconds), hide the figure and restore an OK status such as “The window is empty again.” with log text “Whatever was outside drifts away.”

After approximately 15 seconds, trigger the teacher-desk event. Show a smaller dark teacher silhouette at/behind the teacher desk. Change the status to “A sound at the teacher desk — open your book.” in danger styling, log “A chair creaks behind you. Then: one slow knock.” and play a low tone. Pressing OPEN BOOK during play should mark the book as open for about 3.5 seconds, visibly rotate/tilt the book open, play a low tone, hide the desk teacher, clear the event, and show “The book kept you safe.” with log “The chair is empty again.” When the book timer expires, return it to its closed orientation. If the desk event’s deadline passes while the book is not open, end the game.

The remote and book controls must do nothing before the game starts or after it ends. Also map Space to PLAY REMOTE AUDIO and B to OPEN BOOK. Allow the first pointer interaction to drag the camera; do not add player movement. Use subtle synthesized oscillator tones for door, window, desk, button, and start feedback if audio is available.

On failure, freeze the interactive game and show a full-screen dark overlay with the heading “YOU WERE FOUND,” a short failure-specific explanation such as “You heard the handle turn. The remote audio was silent.”, “You looked through the glass while it was there.”, or “The teacher at the desk heard you without the book.”, plus a “PLAY AGAIN” button that reloads/resets the scene. Set the status to “The classroom went quiet.” in danger styling. Preserve the timer and the very dark classroom behind the overlay. The intended objective is to survive the room’s escalating events, but reproduce the described event logic faithfully; do not add walking, combat, inventory, enemies beyond the three abstract teacher manifestations, scoring, lives, or extra puzzles.

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