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Baba Ali

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  • 3d
  • third-person
  • survival
  • exploration
  • mystery
  • shooter
  • tropical-island

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Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Lacolone, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Baba Ali was built by Lacolone 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 Baba Ali 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 Baba Ali

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 playable browser-based third-person 3D survival-mystery exploration game titled "BABA ALI // FIELD FILE 001", subtitled "The First Island // Survival Mystery". Use a dark, moody tropical island scene viewed from behind and slightly above the player, with a perspective camera that follows a blocky humanoid avatar. The island is a large circular green landmass with a raised cylindrical edge, surrounded by a sandy beach ring and a broad blue-green ocean plane. Add atmospheric dark teal fog, warm directional sunlight, soft shadows, and cool green ambient fill lighting. Scatter palm trees and low rock formations around the island; the visible environment should feel sparse, remote, and ominous rather than bright or cartoonish.

The player character is a blocky humanoid called Baba Ali, initially placed near the southern side of the island and facing into the island. Attach a visible shotgun to the character. Support third-person movement with WASD or arrow keys, mouse/drag camera look, Shift to run, and Space to jump. Also support touch/mobile interaction with a prominent circular FIRE button. The camera should maintain a several-meter follow distance and a small aiming crosshair should remain centered on screen.

The core goal is to explore the island, survive four infected threats, and investigate three floating evidence markers. Place exactly three luminous evidence markers at separate island locations: a cyan marker titled "RADIO LOG" whose discovery message says "A dead frequency repeats the name BABA ALI."; a gold marker titled "PHOTO 017" with the message "The military photograph shows the player on this island."; and a pink/red marker titled "CULT MARK" with the message "The symbol matches a warning carved into the cave wall." Each marker should be a glowing faceted orb on a thin glowing stem, gently rotating until discovered. The player presses E near a marker to investigate it; when found, hide that marker, increment the evidence counter, and show its title and detail in a temporary toast notification. When all three are connected, show the additional notification "THEORY UNLOCKED: The island remembers you." The objective text begins "Find the three evidence markers. The radio tower is still broadcasting." and changes after 3/3 to "All three files connect. Find the signal tower at the north ridge." Do not add extra clue types or additional objectives beyond this slice.

Place exactly four infected enemies around the island. Represent each as a simple dark maroon capsule-like humanoid with a small glowing red eye. They begin passive, become alert when the player comes within 10 meters, then move toward the player at a slow pace, face the player, and can produce the warning toast "The infected saw you. Keep moving." when very close. Do not add a health/lives system: enemies simply have 2 hit points and disappear after two successful shotgun hits. The HUD threat count starts at 4 and decreases as enemies are defeated.

Implement shooting with F, mouse/pointer click on the game canvas, or the mobile FIRE button. The player starts with 8 shotgun rounds, shown as AMMO 8. Each shot consumes one round, has a short cooldown, and sends a brief warm yellow tracer beam from the camera toward the aim direction. A shot damages the nearest infected intersected by the aim ray, showing "Hit confirmed" for a nonlethal hit or "INFECTED DOWN" when defeated. If ammo is empty show "Click. Empty. Press R to reload."; R refills the magazine to 8 and shows "Reloaded." There is no other weapon or ammunition type.

Build a restrained, cinematic HUD over the game: a translucent near-black green glass panel at upper left reading "BABA ALI // FIELD FILE 001"; an upper-right panel reading "EVIDENCE 0/3", "THREATS 4", and "AMMO 8" with live values; and a lower-left panel headed "THE FIRST ISLAND" with the live objective text. Put a small pale circular crosshair at screen center, a temporary dark toast near the lower middle, and a red-orange circular FIRE button at lower right. Use uppercase, widely spaced typography, pale mint/white text, thin translucent green borders, rounded corners, and a dark teal-black color palette.

Before gameplay, show a full-screen dark radial-gradient start overlay with a centered rounded glass card. The card should display the large spaced title "BABA ALI", the uppercase subtitle "THE FIRST ISLAND // SURVIVAL MYSTERY", the description "A short playable slice of the larger world: explore a tropical island, survive the infected, and connect the first three clues.", the controls text "Move: WASD / arrows · Look: drag or mouse · Run: Shift · Jump: Space", and a full-width pale mint button labeled "ENTER THE ISLAND". Clicking it removes the overlay, starts the simulation, and shows the toast "Explore the island. Press E near a clue." Keep the experience as a compact playable slice: no menus, crafting, inventory, dialogue trees, or extra progression systems.

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