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Arcade › Blackwood House
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Remix Blackwood House 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 short third-person 3D horror survival game titled “Blackwood House.” The player controls a small simple humanoid/capsule avatar carrying a warm lantern, exploring a dark low-poly haunted mansion interior from an over-the-shoulder camera. Use a nearly black blue-gray atmosphere with exponential fog, dim moonlike directional light, soft shadows, old brown wooden flooring with visible board seams, very dark walls, and small flickering orange candle lights. Furnish the mansion with imported low-poly assets resembling a ghost-skull monster, crooked doors, tables, chairs, candles, and chests. The mansion is a roughly 30 by 26 rectangular floor plan enclosed by outer walls, with several dark interior partition walls forming rooms and corridors and deliberate door openings. Place the escape/front door in the middle of the south wall. At the beginning, show a centered dark translucent title/instruction panel reading “BLACKWOOD HOUSE,” explaining that the player wakes inside a haunted mansion, a monster is somewhere in the dark and changes its hunting route every run, and that the goal is to collect 5 glowing relics and escape through the front door. Include an “Enter the mansion” button. Once started, show a top HUD: a stats panel with “Relics: 0/5,” “Health: 100,” and “Fear: 0%”; an objective panel saying “Find 5 cursed relics, then reach the front door. Don't let the random monster touch you.”; and a red “MONSTER CLOSE” warning that appears only when the monster is nearby. Scatter exactly five collectible cursed relics, selected randomly from a set of seven fixed spots distributed around the mansion. Each relic is a hovering, slowly spinning cyan/blue glowing faceted object with a small blue point light. When the player comes within roughly 0.75 world units, collect it, hide it, and increment the relic counter. After all five are collected, change the objective to explain that the relics are burning in the player’s pocket and that the front door at the south wall is the escape. The player wins only after having all five and reaching the south doorway area (near the center of the south wall). Show an end panel reading “ESCAPED,” with text that the player slammed the front door behind them while Blackwood House still whispers their name, plus a “Play again” button. The enemy is a ghost-skull flying monster using a visible animated low-poly ghost-skull model. It begins at a randomly selected distant corner/edge location and uses a deterministic random sequence seeded differently each run. When it cannot see the player or is more than about 4 units away, it wanders between six patrol points around the mansion, selecting new targets at irregular intervals. It can see the player within about 8.2 units if interior walls do not block line of sight; when it sees the player or gets within 4 units, switch its mood to hunting and pursue the player, gradually becoming slightly faster over survival time. Make the monster orient toward the player. If it comes within about 1.25 units, reduce health by 34, briefly show a full-screen dark red radial scare overlay, and respawn the monster at a patrol point at least 8 units from the player. If health reaches zero, stop play and show an end panel reading “TAKEN,” with text that the monster found the player in the dark and a “Try again” button. The fear meter is continuously based on proximity, rising toward 100% when close and falling to 0% at distance; movement slows to 86% of normal speed when fear is above 70%. Show “MONSTER CLOSE” when within about 5.5 units. Use collision against the mansion walls for both player and monster, with circular collision radii. The player starts near the southwest/foyer area around (-11, 9), moves at roughly 4.35 world units per second, and cannot pass through walls or leave the bounded mansion. The initial camera is behind and above the player, smoothly following them at roughly 6.4 units back and 4.6 units high, looking toward the player. Keyboard controls are WASD and the arrow keys, with movement relative to the camera/player yaw. Drag horizontally on the 3D view to turn the camera. On touch/mobile layouts, provide a translucent circular virtual joystick at bottom left for movement and a rounded “Look” button at bottom right that rotates the camera by 90 degrees. Use pointer/touch controls without blocking the HUD except for the joystick and buttons. Play soft carpet footstep sounds periodically while moving, and retain the ominous, sparse, foggy presentation. Use no minimap, inventory screen, combat, weapons, keys, flashlight battery, or additional monster variants; the core loop is exploration, collecting the five relics, avoiding the hunting ghost skull, and escaping.