Amara Okafor
that promise of it turning from a missing child case into a hard chase is really working for me. just hope you get there fast tho, horror intros can drag if the setup goes on too long
Arcade › Blackwood
have fun with this demo
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Waylen Whitmire built it with Cinevva, so it works on a phone or a tablet too.
that promise of it turning from a missing child case into a hard chase is really working for me. just hope you get there fast tho, horror intros can drag if the setup goes on too long
The story style of this game is really unique and the story is really creepy. The dark environment and eerie music adds to the scary effect. Would love to see more!
Blackwood was built by Waylen Whitmire 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 Blackwood 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 horror game called "Lost Child: Blackwood" where you play as a sheriff searching for a missing child in a dark forest, only to trigger a deadly chase. **Perspective & Camera**: First-person perspective with FPS-style controls. Desktop camera FOV 72 degrees. Full WebXR VR support with headset view, controller-stick locomotion, and trigger interaction. **Opening**: The game begins with a cinematic cutscene sequence showing 5 beats: (1) sheriff asleep in bedroom with walkie-talkie on nightstand, red radio light pulsing, (2) radio call waking you up - dispatch reporting missing child, (3) grabbing your sheriff hat and leaving the bedroom, (4) driving through the night in police cruiser with headlights cutting through darkness and road lines rushing past, (5) arriving at forest edge and stepping out to begin search. Each beat has dramatic camera movement, different lighting, and on-screen text labels/titles. Skip button available. **Setting**: Dark, foreboding forest at night. Low-poly art style with heavy exponential fog (dark blue-gray, density 0.028). Black ground plane with undulating terrain (ridges and ditches created with sine/cosine displacement). Dirt path running down the center (~7 units wide, darker brown color). Forest scattered with low-poly trees (both regular and dead trees, 0.7-1.4 scale, randomized placement on both sides of path) and rocks (varying scales 0.7-2.3). Cold blue moonlight from directional light casting shadows, plus dim ambient and hemisphere lighting. Safe zone at start with tall floodlight pole topped with warm spotlight (color 0xffefc2, intensity 20) illuminating the path - this is where you start and must return. Multiple semi-transparent fog cards (planes with opacity 0.045-0.09) placed throughout scene for atmospheric depth. **Player Avatar**: Sheriff character (first-person, no visible body). Movement at 4.6 units/sec, can jump (jump speed 7.8, gravity -22). In VR mode, movement speed 3.9, turn speed 1.9 with snap turning. **Controls**: - Desktop: WASD/arrows move, mouse look, Shift to run/sprint, Space to jump, E to inspect clues - Mobile: Auto-generated touch controls with on-screen joystick and inspect button - VR: Left stick moves, right stick turns, controller trigger to inspect, Enter VR button to start session **Core Mechanic & Goal**: Walk along the forest path discovering 4 sequential clues that tell a horror story, then survive a chase back to the floodlight. Each clue is a physical 3D object with a warm point light glow above it (different colors per clue). When within 3.8 units of an undiscovered clue, on-screen prompt appears "Inspect: [clue name]". Press E or tap Inspect button to discover it. **The 4 Clues** (in order along path, each triggers objective update): 1. **Sheriff Hat** (position -1.1, 0.06, -24): Brown cowboy-style hat with tan band, lying in dirt at slight tilt, orange-tinted point light above. Text: "Your hat is in the dirt. Something dragged it here." 2. **Kid Shoe** (position 1.8, 0.08, -53): Small red child sneaker with white sock visible, pink-tinted point light. Text: "A child-sized shoe. Fresh dirt. Fresh panic." 3. **Coco the Dog** (position 1.25, 0.02, -71): Dead dog lying on side with blood pool decal underneath, gold collar with tag visible, red point light. Text: "Coco... he got to her first. Her collar is still here." Rustling sound effect plays. 4. **Severed Arm** (position -0.8, 0.02, -92): Dismembered arm with two blood pool decals around it, bright red point light. Text: "An arm. Still warm. The leaves start shaking behind you." After 1.2 seconds, rustling sound plays, then loud stinger sound effect, white screen flash (opacity 0.95), and the killer spawns. **Side Encounter - Hunter's Cabin**: Small wooden cabin off the main path at position (8.35, 0, -64.2) with floor, four walls, peaked roof, doorway, and dim orange lantern light inside. Hunter NPC stands inside holding a rifle, wearing farmer clothes (darkened colors), facing doorway in idle gun-pointing animation. If player enters cabin bounds (x: 5.9-10.8, z: -67.8 to -60.5), hunter immediately shoots (gun shoot animation), screen flashes white, loud stinger plays, and "The Hunt" ending screen appears - you were mistaken for the threat. This is an alternate death ending. **The Killer**: After discovering the severed arm, a tall masked killer spawns at position (0, 0, -109) facing player. The killer wears a creepy smile mask - a pale oval mask with hollow black eye sockets (red glowing point lights inside), wide grinning mouth with visible teeth drawn in dark red/black, cracks and weathering texture. The mask is a custom canvas texture procedurally generated with radial gradients, elliptical shapes, and painted details. Killer is scaled to 1.14x wide and 1.38x tall (towering presence), dressed in dark desaturated clothes, and holds a large rusty axe (2.35x scale) in right hand. Runs in "Run_Slash" animation. **Chase Phase**: Once killer spawns, objective changes to "RUN - get back to the floodlight." Killer chases player at constant speed (5.65 units/sec), always moving toward player position, rotating to face player. Red pulsing flash overlay on screen (opacity increases as killer gets closer, pulses with sine wave). If killer gets within 2.1 units, instant death - killer plays slash animation, loud stinger, fail screen appears: "You Were Found" with restart button. If player reaches z-position > 4.8 (back at floodlight safe zone), escape success - "To Be Continued" ending appears, killer stops chasing and goes to idle. **On-Screen HUD**: - Top bar with objective text (e.g. "Search the woods for the missing child") and hint text below (e.g. "Follow the path and inspect anything out of place") - Bottom center prompt wrap showing "Inspect: [object]" when near clues (desktop/mobile only, hidden in VR) - Inspect button visible on mobile - White flash overlay div for dramatic moments - VR mode automatically shows "left stick moves, right stick turns, trigger inspects" in hints **Three Endings**: 1. "To Be Continued" - Escape back to floodlight during chase 2. "The Hunt" - Enter cabin and get shot by hunter 3. "You Were Found" - Let killer catch you during chase Each ending unlocks in local storage. Intro screen shows "Endings" and "Achievements" menus with unlock progress (locked/unlocked status tags). Six achievements: Badge in the Dirt (find hat), Fresh Tracks (find shoe), For Coco (find dog), Too Late (find arm), Wrong Door (enter cabin), Back to the Light (reach floodlight ending). **Audio**: Looping ambient music track (dark atmospheric), volume 0.26. Rustle sound effect plays at shoe discovery. Loud horror stinger plays at arm discovery and killer spawn. All audio auto-starts on first interaction. **Visual Effects**: Screen flashes white at key moments (clue discoveries, gunshot, death). Floodlight pulses with sine wave (intensity 16 ± 1.2). During chase, red flash overlay pulses faster and intensifies as killer approaches. Fog exponential creates deep atmospheric haze limiting visibility. **Art Style**: Low-poly 3D models from Quaternius asset packs. Dark color palette - blacks, dark browns, grays, deep blues. Heavy shadows from moonlight directional light (shadow map 1024x1024). Worn, desaturated materials on all objects. The killer mask is the most detailed element with procedural texture painting. Blood decals are flat planes with dark red textures. Overall tone: minimalist horror, oppressive darkness, isolated vulnerability.