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Arcade › Allastor's
Click the game above and it runs right here in your browser. No download, no installer, no account needed. William Atwood built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Allastor's yet. Play it, then tell William Atwood what you would add next.
Allastor's was built by William Atwood 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 Allastor's 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 3D horror survival game titled “Allastor’s” (shown in-game as “Five Nights at Allastor’s”), set in a dark, cramped security office with murky green lighting. The player controls the camera and survives one 90-second night, beginning at 12 AM and winning at 6 AM. Use a Three.js-like 3D presentation with a perspective camera at roughly eye level, heavy green fog, deep shadows, a nearly black-green background, and readable neon-pale-green HUD text. Build the office from simple shadow-casting geometry: a dark floor and ceiling, enclosing walls, a desk near the player with a boxy monitor and soft green monitor glow, warning/ambient lights, and two large vertical sliding metal doors at the far back—one on the left hall and one on the right hall. The doors should visibly slide down when closed and rise when open. Include subtle wall posters/panels and metallic door frames. The environment should feel like a security room facing two foggy swamp-toned corridors; keep the visual style stylized and low-detail rather than photorealistic. The enemy is Allastor, a hostile swamp-gator animatronic. Model it as a bulky stylized green mechanical creature with a boxy body, large head and jaw, glowing lime-green eyes, rows of pale metallic cone-shaped teeth, metal legs, and a blocky tail. It stalks along either the left or right hall, selected randomly, advancing through several waypoints from the distant hall toward the matching door. It should become difficult to see in darkness, intermittently flickering into view unless the flashlight is active; when close, its glowing eyes and teeth should be especially threatening. As the night progresses, increase its movement/aggression. Core gameplay: listen for movement/footstep-like warning sounds and identify which side Allastor is approaching from, then close the matching door before the attack reaches the office. When Allastor reaches the end of a hall, give the player a short attack window (about 1.1 seconds): if that side’s door is closed, play a heavy impact cue and reset Allastor to a random side and distant position; if the door remains open when the window expires, trigger a jumpscare and lose. The player can look around freely and move within a small office bounds area. Do not add weapons, inventory, multiple enemies, or combat. Power is limited: start at 100%. Continuously drain power during the night, with extra drain while either door is closed and an even larger extra drain while the flashlight is held. If power reaches zero, force both doors open and greatly dim the warning, monitor, and hall lights, making the office more dangerous. Show changing fog/darkness and increasing panic as Allastor approaches. Use a sparse ominous ambient synth chord loop and short low metallic/impact tones for door toggles, movement cues, blocked attacks, jumpscare, and victory. Controls must be mobile-first and touch-friendly. On phones, drag anywhere outside buttons to look around; show a prominent “turn your phone sideways for the best view” overlay in portrait orientation. Provide large bottom controls: Left Door, a hold-to-use Flashlight, Right Door, and Restart/Play Again. Tapping either door toggles it open/closed; holding Flashlight turns on a forward spotlight that reveals Allastor and drains power faster. On desktop, support mouse pointer-lock look, WASD movement within the office, Q toggles the left door, E toggles the right door, F holds the flashlight, and R restarts after winning or losing. Initially show a centered instruction such as “Click to lock in. Survive until 6 AM.” on desktop, or touch-and-drag instructions on mobile. HUD layout: use translucent dark green rectangular panels with thin muted-green borders and pale mint text. At the top show “Night 1” on the left and the current time on the right, beginning at “12 AM.” Along the bottom show “Power: 100%,” door state text such as “Left open / Right open” or “Doors: OPEN / OPEN,” and a status message. Status messages should instruct the player to listen for footsteps and shut the door on the side heard, warn when power is low, indicate when the flashlight is revealing eyes, and announce when Allastor is right at a specific door. Keep controls and HUD legible over the dark scene. On loss, dim/remove the normal HUD and controls and show a full-screen red-black radial jumpscare overlay with the large word “ALLASTOR” and the instruction “Tap Restart or press R to try again.” Move the camera toward the enemy for the scare. On victory after the full 90 seconds, show a dark green victory overlay with a large “6 AM” and “You made it. Tap Restart or press R for another night.” Restart returns to 12 AM, 100% power, open doors, distant Allastor, and the normal office view.