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Arcade › Blood Moon Senior
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Blood Moon Senior was built by Raymond 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 Senior 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 playable third-person 3D stealth-collection game titled “Blood Moon Senior.” The setting is a locked-down high-school courtyard at night during a full moon. Play as Ray Calder, an 18-year-old senior, who is trying to contain a hidden werewolf bloodline while recovering five lunar fragments/moon sigils before exposure reaches 100%. Use a dark, grounded older-teen visual style: a nearly black-blue sky/background, fog, cold blue-gray moonlight, soft shadows, dark paved campus ground, a broad central walkway, side paths, fences around the courtyard, dark oak trees, distant commercial campus buildings, desks near the school, and a Ravenbrook High sign reading “RAVENBROOK HIGH” and “SENIOR LOCKDOWN // 02:13 AM.” Use low-poly/stylized 3D assets with strong moonlit contrast. The camera should follow behind and slightly above Ray in a smooth over-the-shoulder third-person view, looking toward his upper body and the path ahead. Ray’s human appearance is a dark-graded casual hoodie character; his alternate form is a larger, nearly black werewolf. Hide the wolf initially and show the human initially. The player starts near the front of the courtyard at approximately the center, with the school buildings at the far/back end. Allow movement with WASD or arrow keys, clamped within the fenced campus bounds. Also support a mobile interface with a left virtual joystick plus Transform and Howl buttons. Ray faces the movement direction and uses idle/run animations in human form and idle/gallop animations in wolf form. Press T or Shift to toggle between human and wolf. Human form moves more slowly (about 3.65 units/second), gradually restores Composure/Moon Control, and steadily reduces Exposure. Wolf form is faster (about 6.1 units/second), slowly drains Composure and raises Exposure over time. Beginning Composure is 62. Transforming into wolf consumes 8 Composure; do not permit transformation when composure is below 18. If wolf composure reaches zero, automatically revert to human with a message. Place exactly five collectible glowing lunar sigils as pale metallic/blue-white rotating rings with small warm moon-yellow point lights: around (-5.5, 2.3), (5.5, 2.1), (-9.5, -7.2), (9.3, -7.3), and (0, -12.5) in the horizontal campus layout. When Ray gets within collection distance, hide the ring and its glow, increment the Evidence/sigil count, restore 22 Composure, and display a brief message telling the player how many remain. The win condition is collecting all five; stop movement and show a persistent success message such as “Ray contains the bloodline before anyone can prove what happened,” with the objective changed to indicate the night is contained and that R replays it. Add three simple patrolling school monitors/teachers as visible stylized figures made from a blue capsule body and skin-colored head, each with a translucent dark red cone-shaped suspicion/vision indicator projecting ahead. Place one around x=-5.5, z=-1.5 patrolling along z from -8 to 4, one around x=5.4, z=-3.2 patrolling along z from -10 to 3, and one around x=0, z=-10.5 patrolling along x from -5.5 to 5.5. They move back and forth at roughly 1.05 units/second and turn to face their patrol direction. If Ray is within 2.4 units, increase Exposure quickly: 12 per second in human form or 26 per second in wolf form. If Ray is within 4.5 units while in wolf form, also increase Exposure at 8 per second. Wolf form additionally increases Exposure by about 1.2 per second globally. Human form lowers Exposure by about 2 per second. Exposure starts at 0%; at 100%, trigger defeat, stop movement, show “Exposure hits 100%. The campus goes into lockdown,” and change the objective to “Exposed. Press R to replay the night.” In wolf form, allow Space or the mobile Howl button. Howl has a 7-second cooldown, costs 6 Composure, and briefly stuns every nearby monitor within 6.5 units for 2.4 seconds, giving Ray time to escape; if used while human, during cooldown, or after the game ends, show an appropriate brief message instead. Keep the HUD always visible in a clean modern Inter-style overlay: top-left title “BLOOD MOON SENIOR” with “RAY CALDER, 18 • SENIOR YEAR,” and top-right/adjacent stats panel showing a Composure horizontal meter, Evidence 0/5 through 5/5, and Exposure 0% through 100%. The composure meter should visually shift toward a red/danger gradient in wolf form and use a cool gray-blue gradient in human form. Display brief centered notification panels for transformation, fragment collection, howling, low composure, and lockdown/win states. At the bottom show the objective: move through the locked-down campus, shift with T, and recover five lunar fragments before exposure reaches 100%. On touch devices, show a translucent circular joystick at lower left and stacked Transform and Howl buttons at lower right. Press R after either win or loss to reset Ray to the starting position, restore human form, reset Composure to 62, Exposure to 0, clear all five sigils, and resume play.