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Arcade › Blind Drill
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Chaos Joker built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blind Drill yet. Play it, then tell Chaos Joker what you would add next.
Blind Drill was built by Chaos Joker 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 Blind Drill 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 browser-playable first-person stealth horror game titled "Blind Drill," set in a dark, enclosed crystal mine. Use a Three.js-like 3D presentation with a fixed first-person camera, cold blue-black lighting, fog, hard-edged mine walls, and a bright flashlight attached to the camera that illuminates wherever the player looks. The mine is a roughly 30-by-30-foot square play area bounded by cave walls, with several internal rectangular rock walls creating routes and cover. The floor is dark charcoal, the walls are muted gray, and the atmosphere is sparse, ominous, and low-light. Add scattered mine rocks and subtle blue point lights around the cavern. Place five glowing blue collectible crystals at fixed locations around the mine: approximately (-11.5, 9.5), (-10.2, -6.8), (1.2, -11.5), (8.8, 8.7), and (12, -2.2). Make each crystal rotate and bob slightly, and disappear when collected. At (12, -12), place a glowing green circular lift beacon/exit, but only allow victory after all five crystals have been collected. The player starts near (0, 10), moves on the horizontal plane, and has a standing camera height of about 1.75 units. Implement WASD and arrow-key movement for desktop. Forward/back/strafe should be relative to the camera yaw. Allow mouse pointer-lock movement and click/drag look, with vertical look clamped so the player can aim the flashlight. On touch devices, provide a left virtual joystick for movement, a right/open-screen drag area for looking, and a large Crouch button. Holding Ctrl, Shift, or C should crouch; crouching smoothly lowers the camera to about 1.05 units, reduces movement speed from about 3.15 to 1.45, and makes movement dramatically quieter. Resolve player collision against the boundary and interior rectangular walls and keep the player within the mine. Add one large blind enemy called the juggernaut. It starts around (-8, -8) and returns toward that home position when it has no sound target. Visually make it an oversized, intimidating roughly 20-foot humanoid assembled from dark armored blocky legs, pelvis, torso and chest plate, with a real-looking pale skull model for its head, a large mining drill attached to its right arm, and a surreal black/purple void-like left forearm with orbiting shards and a purple glow. It must not use line-of-sight or vision: it hunts exclusively by detecting player movement noise. Normal walking produces loud noise, while crouching produces much less noise and has a shorter hearing range. When the player's noise is above a small threshold and within range (about 12.5 units while standing, about 3.3 while crouching), make the juggernaut update a target sound position and travel toward the last heard location. Its speed is about 1.25 plus an aggro-dependent increase up to about 1.45 extra. Gradually decay aggro when no sound is heard. If the enemy gets within about 1.15 units of the player, immediately lose and show a centered overlay explaining that the blind juggernaut found the player by sound. Play periodic heavy stomp audio while it moves, with more frequent stomps while hunting. Build a clear HUD over the game. At the top-left show "Crystals: 0/5" with the current count highlighted cyan, "Noise:" with a state that changes among SILENT, MUFFLED, and LOUD and is colored green/yellow/red, and desktop instructions: "WASD move · Hold Ctrl / Shift / C to crouch · Click/drag to look." At top-right show the enemy status in a bordered panel, changing among LISTENING, HEARD YOU, and HUNTING, with the background becoming dark red when strongly aggroed. Include a bottom/central monster tracker showing a red directional arrow rotated toward the enemy and its rounded distance in meters, plus "hunting" or "away." On mobile retain the left joystick, right LOOK drag area, and Crouch button. Use a dark translucent, blue-gray bordered, clean sans-serif UI matching the austere sci-fi horror aesthetic. Start with an introductory centered modal titled "BLIND DRILL" and text explaining: "A 20 ft juggernaut stalks the mine. It can’t see — it hunts by sound." and "Collect 5 blue crystals and reach the lift. Crouch to move quietly." Include a phone-controls note that the left stick moves, dragging in the open area looks, and the flashlight points where the player looks. Provide an "Enter the mine" button that starts play and hides the modal. On success, when the player has all five crystals and reaches the green lift, show a centered "ESCAPED" overlay explaining that the lift was powered and the blind juggernaut never saw the player, with a Try again button. On failure show "CAUGHT" with the sound-hunting explanation and a Try again button. Include a visible Restart button after the game ends. Keep the visual style grounded in the supplied screenshot: near-black background, pale blue-white typography, thin cyan/blue borders, red warning panels, glowing cyan collectibles, and a glowing green exit.