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Survive until dawn in a cabin keep the Windows shut and fix the generator if the deer breaks it
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Remix Antler Cabin 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 "Antler Cabin". The player is trapped at night in a small wooden cabin in a dark, rainy forest and must survive for 10 real-time minutes until dawn. Begin in the cabin near the front doorway, looking through a simple crosshair. Use a very dark blue-black atmosphere with exponential fog, cold moonlight, warm orange fire and oil-lamp lighting inside, glowing cyan-blue windows, and occasional lightning flashes. The cabin should be a compact rectangular plank-built room with a steep roof/exterior shell, porch, four windows (back, left, right, and front), a bed with a dark red blanket and pale pillow, a rough wooden table with an oil lamp, and a small indoor fire pit that gives off warm light. Outside, surround the cabin with muddy forest ground, a dark clearing, many orange/yellow pine and dead trees, rain particles, and a red/gray portable generator positioned southeast of the cabin (roughly at x=6.2,z=6.8). Include five optional glowing blue forest wards/collectibles scattered around the clearing; collecting them makes the deer more aggressive but does not replace the main dawn objective. The main enemy is a hostile deer monster called the deer thing: use a darkened animated deer model with red glowing eyes when available, or a procedural fallback made from a dark body/head, antlers, red eyes, and a red point-light glow. It begins in the forest beyond the cabin (roughly z=-22), stalks toward the player or guards the cabin window/generator depending on events, and attacks at close range. Each attack deals 24 health damage with a short cooldown; health starts at 100 and death displays a full-screen dark overlay titled "Taken" with a restart button. When the player is safely inside the cabin and all windows are shut, keep the monster outside by pushing it back beyond the walls. If a window is breached, the monster can enter and chase/kill the player. Play distant monster screams/growls when it gets close and a stronger impact/scream when it damages the player or breaks the generator. Implement the central window-breach loop. Start a random window timer of approximately 85-165 seconds. About 8 seconds before the event, make one randomly selected window rattle and slightly shake, brighten its draft glow, and show a warning such as "A cabin window is rattling. If it blows open, the monster can get inside." When the timer expires, swing its shutters open, play a heavy glass/window sound and brief red damage vignette, and keep it open for roughly 20-28 seconds. During this open period the monster can enter the cabin and the HUD should warn that the deer monster can get inside. Let the player approach the open window and press E on keyboard or a contextual CLOSE button to slam it shut; after closing, reset the next random window timer to roughly 105-200 seconds and force the monster outside if it somehow entered. The four windows should visibly animate their paired wooden shutters and glow brighter while open. Implement the generator event. After roughly 130-250 seconds, have the monster target and attack the outside generator, with the HUD warning that it is going for the generator. When the monster reaches it, mark the generator broken: change its status bulb/light from green to red, turn off the cabin ceiling and lamp lights, and warn "The generator is destroyed. The cabin lights are out." The player must leave the cabin and stand within about 2.15 units of the generator, then hold/press E or the contextual FIX button to repair it. Show repair progress (0-100%); continuous proximity repairs it over several seconds, while leaving the area makes progress decay. On completion, restore the warm cabin lights, reset the generator attack timer, and display a repair confirmation. The generator should have a metal box body, pull handle, status bulb, and colored status light. The flashlight is infinite and has no battery drain. Press and hold F on keyboard or the on-screen FLASH button to emit a bright narrow cool-white spotlight from the first-person camera. Aiming the beam directly at the deer within roughly 24 units stuns/slows it and produces a HUD warning that the beam burns its eyes; while the flashlight is held, reduce player movement speed to about 72 percent. Flashlight intensity should remain available even when generator power is broken. Movement uses WASD or arrow keys, with a mobile virtual left joystick; look uses mouse dragging or touch dragging. Add subtle walking head bob and side sway, with different footstep sounds on wood inside and grass outside. Keep collision against cabin walls, generator, and nearby trees, but allow movement through the doorway and around the clearing. Clamp exploration to a large roughly 47-unit radius. HUD: place a minimal white text stack at the upper left showing a countdown like "Dawn in 10:00", "Health: 100", "Flashlight: ∞", and a dynamic danger line. The danger line should communicate states such as "Home is not safe forever.", "A window is rattling.", "A window is open.", "SLAM THE WINDOW SHUT.", "Generator under attack.", "Power is out.", "FIX THE GENERATOR.", "RUN.", "Branches snap nearby.", or "The beam burns its eyes." Add a small centered crosshair, a bottom-center translucent hint panel for contextual instructions, a right-side FLASH button, a contextual CLOSE/FIX button above it, and a translucent circular mobile joystick at bottom left. Include top-right LOW/HIGH/ULTRA graphics buttons: LOW disables rain and shadows, HIGH uses moderate fog/shadows, and ULTRA uses denser fog, visible rain, lightning flashes, higher pixel ratio, and soft shadows. Use a full-screen start overlay titled "Antler Cabin" with the subtitle "Survive until dawn in a cabin keep the Windows shut and fix the generator if the deer breaks it" or equivalent, and a Start / Restart button. On surviving 600 seconds, show a dark overlay titled "Banished" and explain that dawn breaks and the deer retreats. Include looping storm/forest ambience, generator hum whose volume depends on distance, window slam/glass impacts, deer screams, and distinct wood/grass footsteps. Expose game state for testing with window.getGameState() and window.setGameState(patch), including player health/position, survival time and goal, monster position/stun/distance, window warning/open state, generator broken/attack/repair state, flashlight state, wards, and graphics quality.