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Arcade › Blood Moon
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jalen Robinson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blood Moon yet. Play it, then tell Jalen Robinson what you would add next.
Blood Moon was built by Jalen Robinson 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 Blood Moon 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 choice-driven vampire horror narrative game titled “Blood Moon Choices,” presented as a single-screen interactive story rather than an action game. The player controls Chloe, an 18-year-old leaving a crowded house party after drinking with her best friend Lilly. She may accept Lilly’s ride, refuse it, or drink more; the branching story follows her walk through empty city streets, an alley encounter, a vampire bite, supernatural transition, and waking in a stranger’s apartment. The vampire is Adrian, protective, manipulative, dangerously charming, and openly ambiguous about whether he is helping or controlling Chloe. The story should have a Telltale-style loop: display a scene chapter label, title, several paragraphs of narrative, then offer 2–4 clearly numbered choices. Clicking a choice or pressing keyboard keys 1–4 advances to the next scene; if the typewriter text is still appearing, the first choice click should finish the text instead of advancing. Space or clicking the narrative text finishes typewriter text. Apply consequences immediately and autosave progress in localStorage. Include R to restart and S to save/download a screenshot. Track two visible 0–100 meters, initially Humanity 50 and Bloodlust 30. Humanity represents empathy, self-control, and protecting others; Bloodlust represents hunger and predatory power. Show numeric values and horizontal bars in the upper-right: Humanity uses a cyan-to-lavender gradient, Bloodlust uses a red-to-pink gradient. Clamp both stats from 0 to 100. Track story flags including refusedRide, calledLilly, sawVampireFace, bitten, and wokeInApartment, and show choice metadata such as “+Humanity,” “+Bloodlust,” or flag descriptions beneath labels. Choice effects should meaningfully branch or alter later context: safe/empathetic choices generally raise Humanity or reduce Bloodlust; dangerous, manipulative, or predatory choices generally raise Bloodlust or reduce Humanity. Implement the complete scene graph and narrative arc: Chapter 1 — The Party (intro, more drinks, car ride); Chapter 2 — The Walk (walk home, alley lure); Chapter 3 — The Bite (bite, transition); Chapter 4 — The Apartment (apartment wake, exploration, listening, voicemail/calling Lilly); Chapter 5 — Rules (Adrian meeting, truth, dangerous charm); Chapter 6 — Exit/Rules (escape attempt and rules lesson); Chapter 7 — Hunger/Lilly (hunger spike and Lilly text); Chapter 8 — Morning is Coming (a fragile pause); then three endings. The initial text should establish that Chloe gets drunk, refuses or accepts a ride, and is stalked. The bite scene should describe an impossibly fast, cold attacker, a neck bite, and her heartbeat slowing. The transition should make her senses sharpen and establish that she is becoming a vampire. The apartment should contain a dim room with pinned-shut curtains, gauze on her neck, water, maps/medical books, and a rinsed wineglass with dark residue. Adrian should explain that sunlight hurts, hunger lies, conscience feels loud, and animal blood can buy time but not peace. Lilly should remain Chloe’s connection to human life, including unanswered calls and texts. End with exactly these thematic outcomes: “Dawn Mercy,” in which Chloe asks Adrian for help while asserting he does not own her and tries to retain control; “Red Reign,” in which she gives in to hunger and wants the whole city; and “Ashes Alone,” in which she leaves into the fog alone while hunger tells her not to call anyone. Each ending should offer a Restart (R) choice and restart the state to the opening. Use a typewriter effect around 60 characters per second, with a way to instantly finish it. Play short Tone.js polyphonic stingers on choices: low danger chord (C3/G3/Bb3), gentle mercy chord (F3/A3/C4), and brief neutral chord (E4/G4), with audio initialized on first click or key press. Visual presentation: use a dark, foggy Three.js nighttime street diorama behind the UI. Use a black-blue street plane, deep shadowy side-building silhouettes receding into the distance, a pale blue moon high in the background, six dark lantern posts along one side with warm orange point lights and visible flickering bulbs, and a subtle dark vampire/bat silhouette sign in the distance. Add moonlight via a cool hemisphere and directional light, dense exponential fog, and subtle continuous camera drift while looking down the street. The atmosphere should be sparse, cinematic, ominous, and mostly black with blue-violet highlights and warm lantern accents. Overlay the interface with translucent near-black glass panels, thin faint borders, rounded corners, pale lavender-white text, and soft shadows. Place a compact title/chapter HUD upper-left, meters upper-right, and a large rounded story panel along the bottom with scene title, typewritten text, responsive choice buttons in one column on narrow screens and two columns on wider screens, plus footer hints “Keys: 1–4 choose • R restart • S screenshot” and “Autosave: on.” Include a small toast for restart, autosave loaded, and screenshot feedback. Keep the game playable through mouse/touch buttons and keyboard, with no combat, character movement, inventory, or extra mechanics beyond the branching story, meters, flags, audio, autosave, typewriter, and atmospheric 3D background.