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Black Pine

  • 3d
  • first-person
  • horror
  • investigation
  • survival
  • story-driven
0
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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. kazmeenkazmeenmam built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Black Pine yet. Play it, then tell kazmeenkazmeenmam what you would add next.

Make your own game

Black Pine was built by kazmeenkazmeenmam 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 Black Pine 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 Black Pine

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 investigation game titled “Black Pine,” subtitled “Case 07 — The Missing Child.” The player is Sheriff Mara Voss investigating an old ranger station during a storm after Eli Mercer vanishes at 2:13 AM. Build the game in a dark, heavily atmospheric Three.js-style environment: a large enclosed ranger-station shell/corridor with nearly black-green and brown materials, a flat dark floor, tall box-like walls, a chapel-side partition, a cellar-door frame, and repeating rough wooden ceiling beams. Use very low-key lighting with a cold blue-gray moon/directional light, dim ambient fill, a faint red point light in the distance, strong shadows, fog, and a dark radial vignette. The overall visual style should be sparse, ominous, low-poly/primitive horror rather than bright or realistic. Include scattered environmental props: two barrels near the back-left, an evidence chest, an axe, and blood pools/trails. Place a centered white crosshair and present the world from an FPS camera at the player’s eye height; show a simple blocky pistol model attached to the camera when a weapon is acquired.

The core game is a three-stage investigation. Start on a menu overlay with the title, subtitle, story text explaining the storm, missing child, blood trail, and Sheriff Voss, a fictional-horror/flashing-lights/mild-blood warning, and a “Start Investigation” button. On starting, hide the menu, enable FPS movement and mouse look, play a brief ominous sound, and show the toast “The radio is dead. Someone is walking outside.” The player can move with WASD, look with the mouse, run with Shift, jump with Space, interact with E, shoot with mouse click, and reload with R. On mobile, provide a touch look region plus circular E/interact and FIRE buttons.

Stage 1 begins with the HUD objective “OBJECTIVE: Find the first clue.” Place three small clue/key objects around the station: one by the evidence chest at approximately the left rear, one near the axe, and one near the blood trail. The player must aim at each and press E to collect it; hide it, show toast messages such as “You found key 1 of 3,” and update the objective to indicate how many keys remain. Also place three separate freestanding metal doors across the far/north side of the station. Each door can be targeted and interacted with only after all three keys are found; otherwise display “Find X more key(s) first.” Unlocking a door hides it and shows “Door unlocked.” When all three are opened, advance to Stage 2. Include a simple walking human witness/NPC in the station that remains hidden until the player is within about seven meters, then becomes visible and slowly walks toward the player; it is not a boss and has one hit point if shot later.

Stage 2 objective: “Stage 2: Find Eli and recover the weapons.” Hide the key and door objects and reveal two weapon pickups in the station: a handgun and a minigun. The handgun gives a pistol weapon with 12-round capacity; the minigun gives a 120-round capacity and changes the attached simple gun model scale. Aim at each and press E to pick them up, displaying explanatory toasts such as “You found a handgun — it is now in your hand.” and “You found a minigun — press 2 to equip it.” Allow number keys 1 and 2 to switch between acquired handgun and minigun, refill the currently equipped weapon when picked up/equipped, and update the upper-right HUD as “PISTOL 12 / 12” or “MINIGUN 120 / 120.” Place Eli, a small child character, in a dim red room/chapel area. Animate him with a subtle idle/wave animation and slight vertical bob. Once both weapons are collected and the player approaches Eli within roughly 3.2 meters, automatically advance to the final stage and show a toast that Eli steps back and heavy footsteps enter the room.

Stage 3 objective: “Final Stage: Survive the human boss — health 1000.” Hide weapon pickups and reveal a large human boss in the red-lit room. The boss has 1000 health and continuously faces and slowly pursues the player. When within roughly 1.6 meters, attack about once every 1.1 seconds, reducing player health by 20 and briefly showing a translucent red damage flash. If the player’s health reaches zero, show a defeat ending overlay titled “The Case Took You,” with the story “The radio keeps calling for Sheriff Voss. No one answers.” If the player aims at the boss and fires, use a center-screen raycast to damage it: pistol shots inflict 4 damage with roughly 220 ms cooldown, and minigun shots inflict 12 damage with roughly 85 ms cooldown. Consume one round per shot; if empty, toast “Empty. Press R to reload.” R starts an approximately 0.8-second reload animation and then refills the current magazine. Show a boss health bar centered near the top of the screen with a dark red background and red/orange fill, updating continuously. When the boss reaches zero, hide it, hide the boss bar, stop the game, and show a victory overlay titled “Case Closed?” with the story “You found Eli beneath the chapel floor. The last page of the case file is still warm — and someone has written your name on it.” Include a “Play Again” button that reloads/restarts the game.

HUD styling: use a fixed full-screen overlay over the 3D view, serif/Georgia-like type, pale gray text with subtle black shadow, red-brown borders, and restrained dark red accents. Put the objective at the upper-left and ammunition at the upper-right; begin with the visible ammo label “AMMO 6 / 6” before any weapon is acquired. Put transient narrative and interaction toasts in a bordered translucent dark panel near the lower center. Keep a thin white plus crosshair in the exact center. Add a dark vignette around the viewport and a red damage overlay. The station should feel almost black in screenshots, with broad geometric ceiling beams and barely visible walls picked out by cold moonlight and occasional red illumination. Add sparse horror audio cues for wind at start, low ominous boss tones, and quiet triangle-like footsteps while moving.

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