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Blink House

  • 3d
  • first-person
  • horror
  • exploration
  • mobile
  • procedural
  • survival
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. Purple Thunder built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blink House yet. Play it, then tell Purple Thunder what you would add next.

Make your own game

Blink House was built by Purple Thunder 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 Blink 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.

Read the build brief for Blink House

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 3D first-person horror exploration game titled “Blink House,” designed for both desktop and mobile. The player wakes in a dark, atmospheric house after a nightmare about rain, headlights, a car crash, and Mom and Dad never coming home. Begin with a centered story panel over a nearly black scene, with the title “Blink House,” the text “You wake from a nightmare: rain, headlights, a crash, and the empty silence after Mom and Dad never came home. Your throat is dry. Go downstairs for water.” and a red “Wake Up” button.

After starting, use a first-person camera at roughly eye height in a dim, foggy, stylized 3D house. The initial bedroom is upstairs/at the rear, connected through a hallway and a staircase to a downstairs kitchen. Build the interior from simple box-like floors, ceilings, walls, door frames, and dark materials: muted gray-purple walls, dark ceilings and trim, a brown floor, and very low ambient light. Use a warm player flashlight/spotlight that follows the camera, cool moon-like directional light, shadows, and distance fog. Include a bed with nightstand, a lamp, a living-room cabinet, kitchen table and chair, using simple low-poly furniture props.

The goal is to leave the bedroom, go downstairs through the hall and moving staircase, reach the kitchen, find a small glowing blue/transparent glass of water, and drink it. Movement on desktop is WASD (also support Z/Q alternatives), with mouse look and arrow-key look support; B or Space triggers a blink. On mobile, provide a translucent circular virtual joystick at bottom-left for movement, a right-side drag/look area, and a round bottom-right button labeled “Blink.” When the player is close enough to the glass, show “Press E / tap Drink to take the water,” change the bottom-right button label to “Drink,” and allow E, Enter, or tapping that button to complete the game.

Blinking is the central mechanic. Automatically blink on a countdown timer, initially about 7–8 seconds, and also blink immediately when the player presses B, Space, or the mobile Blink button. Briefly close the screen with a blink overlay and play a short interface drop/blink sound. On every blink, rebuild/rearrange the house using a changed procedural variant: shift or rotate the staircase, alter room colors, move the water glass, and after the first variant add several narrow vertical obstacles in the hall/stair route. Keep the same basic bedroom-hall-kitchen structure but make the layout feel subtly wrong and rearranged. The blink countdown should shorten somewhat after repeated blinks, with a lower bound of roughly 3–4 seconds. Show a top-left HUD objective such as “Go downstairs and find water.”, then “Keep going. Find the kitchen sink.”, and finally “Take the glass of water before the next blink.” Show a top-right countdown reading “Blink in --s” with the current rounded seconds.

After the second blink, introduce an animated stalking humanoid/zombie-like hallway figure. Initially keep it hidden; when it appears, place it behind the player after a blink, make it face the player, and have it walk toward the player with gradually increasing speed. It should be a dark, unsettling animated figure visible in the hallway/rooms. If it reaches the player, end the game with an ending panel titled “You blinked too late.” and text explaining that the house found its way behind them and they should drink before the rooms learn their name. The other ending occurs when the player drinks the water: play a glass sound and show an ending panel titled “You drank the water.” with text “The glass is cold. The kitchen stays still for one breath. Then the hallway lights blink back.” Include a restart button on either ending.

Add small environmental details visible in the darkness: a nightmare memory/road vignette with two abstract crashed cars and pulsing warm headlights near the house, a rotating/glinting water glass, and strong black negative space. Keep the visual style sparse, low-poly, cinematic, and oppressive rather than gory. The opening and in-game HUD should use high-contrast pale text, rounded dark translucent panels, and a red rounded action button; mobile controls should remain visible over the dark world. Enforce room boundaries so the player cannot leave the bedroom, hallway, or kitchen areas, and retain the tense first-person presentation throughout.

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