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Blinkless Forest

  • 3d
  • first-person
  • horror
  • stealth
  • survival
  • exploration
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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. Luke Sun built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blinkless Forest yet. Play it, then tell Luke Sun what you would add next.

Make your own game

Blinkless Forest was built by Luke Sun 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 Blinkless Forest 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 Blinkless Forest

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 dark first-person 3D horror exploration game titled “Blinkless Forest.” Use Three.js or an equivalent real-time 3D engine with a perspective FPS camera, mouse-look/pointer lock, and a tiny glowing pale-green circular reticle at the center of the screen. The player begins on a straight muddy trail at approximately (0, 0.2, 2), facing down the trail into a nighttime forest. The world should be extremely dark: nearly black blue-green background, exponential fog, very subdued hemisphere moonlight, and a strong pale mint/blue-green flashlight attached to the camera that projects forward in a cone and is the primary way the player sees. Add a subtle heavy radial vignette around the screen edges. The ground is a broad dark green-black forest floor with a slightly raised/different-color muddy path about 6 units wide running straight into the distance. Place sparse dead, leafless trees on both sides of the path at increasing distances (roughly x positions between -26 and 25 and z positions from -8 to -51), with fog banks in the distance that faintly catch the flashlight. The camera has a fairly wide first-person field of view (about 67 degrees), and the playable area is fog-limited rather than brightly lit.

The core mechanic is a watcher/statue that starts down the trail around (0, 0, -26). It is a tall animated alien-like monster model, scaled large (about 2.65), initially idle and facing toward the player. Use an imported animated tall creature with Idle, Walk, and Death animations if available. When the watcher is within 19 units of the player, determine whether the player is looking at it: it is being watched when the camera’s horizontal forward direction is within roughly 45 degrees of the direction to the watcher (dot product greater than 0.71). While it is nearby and the player is not looking at it, the watcher walks directly toward the player at about 2.7 units per second, turning to face the player; while the player keeps it in view, it remains still and plays Idle. Outside the 19-unit presence radius it remains idle. Keep the flashlight intensity subtly pulsing and increase it slightly when the watcher is nearby, reinforcing the instruction to keep the light on him. If the watcher gets within about 2.35 units, kill the player, play its Death animation, release pointer lock, and show the death overlay. There is no combat, inventory, score, health bar, or shooting.

Place a simple red trail marker at approximately (0, 0, -55), consisting of a thin dark wooden pole about 2.6 units tall and a small red rectangular sign at its top with a faint red emissive glow; rotate the marker slowly. The intended objective is to find this red marker while surviving, although the implemented mechanics do not need to provide a separate victory screen. Movement is WASD or arrow keys, mouse look controls the view, and Space jumps. Use movement speed around 3.6, jump speed around 6.3, gravity around -19, and basic ground collision so the player can walk and jump on the forest floor.

HUD and presentation: At the top-left, show small uppercase serif text with letter spacing: initially “FOREST PERIMETER · 02:17 AM”; when the watcher is within 19 units, change it to “THE WATCHER IS STILL” while the player looks at it, or “DO NOT LOOK AWAY” while it is approaching, with the latter tinted warning-red. At the bottom center show: “WASD / ARROWS MOVE · MOUSE LOOK · SPACE JUMP · KEEP YOUR LIGHT ON HIM”. Use muted gray-green text with a subtle shadow. Start with a full-screen nearly black translucent radial overlay and centered bordered panel. The panel should say “RECOVERED FIELD RECORDING // DO NOT BLINK”, the large spaced title “BLINKLESS FOREST”, then: “A concrete figure is moving through the trees. It cannot move while you watch it.” and “Find the red trail marker and keep the thing in your flashlight. If it gets close, look away only once.” Include an uppercase button labeled “ENTER THE WOODS”; clicking it begins the run and requests pointer lock.

On death, cover the screen with a dark red/black overlay and centered panel with a simple red glowing stylized monster-face graphic, the message “EYES CLOSED FOR 0.7 SECONDS”, a large red “IT MOVED”, and the text “The forest is quiet again. The statue is standing somewhere behind you.” Include an uppercase “WAKE UP” button that resets the player to the start, resets the watcher to its initial position, hides the death screen, and allows another attempt. Maintain a cinematic minimalist horror aesthetic: almost total darkness, restrained desaturated forest colors, subtle green flashlight illumination, fog, sparse silhouettes, serif typography, and no extra HUD elements.

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