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Busters Mall

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

Discussion

Nobody has said anything about Busters Mall yet. Play it, then tell Bryson Stidham what you would add next.

Make your own game

Busters Mall was built by Bryson Stidham 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 Busters Mall 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 Busters Mall

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.

Rebuild "Busters Mall" as a first-person 3D mascot-horror survival game set in a large, empty, Midwest-themed mega-mall at night. Use a Three.js-like real-time 3D presentation with a 74-degree first-person camera, mouse/touch drag to look, subtle breathing and sprint camera bob, dark blue-black ambient lighting, warm flickering ceiling lamps, fog, shadows, bright colored neon accents, and a strong handheld flashlight cone. The mall should feel much larger than a small room: make a roughly 90 by 110 unit rectangular mall slice with outer walls, a central atrium, walkable aisles, shop wings, balcony rails, skylight, food court, planters, directory signs, columns, benches, tables and chairs. Include visible storefront interiors behind glass with checkout counters, glowing registers, shelves and merchandise. The named shops/areas should include Cheese Prairie Arcade, Buckeye Pizza, Lake Gift Shop, Badger Bowling, Cornfield Cinema, Moose Music, Mega Arcade, Service Robotics, Laser Tag, Starlight Cinema, Food Court A/B, Maintenance Hall and Security Annex. Add readable glowing signs for FOOD COURT, LASER TAG, MEGA ARCADE, ROBOTICS and STARLIGHT CINEMA, plus a central information kiosk, security desk/safe room, Busters Mall sign, memorial posters and old guard clothing/cap as non-graphic environmental storytelling. Add arcade cabinets, cinema poster lightboxes, food-prep/menu props, robotics display units, furniture, plants and blue glass/metal details.

The player is the night security guard, starting near the south security desk at the center of the mall, with a first-person bodyless view. The objective tracker must clearly tell the player to restore five breaker boxes and then escape through the glowing green north exit. Place exactly five interactable breakers around the distant mall wings: Mega Arcade (-39.5,-34), Robotics (39.5,-34), Laser Tag (-39.5,34), Cinema (39.5,34), and the North exit hall (0,-52.6). They have pulsing red lights until fixed and green lights afterward. The player can fix a nearby breaker with E or Space on desktop, or a Fix button on mobile. Power is tracked from 0/5; restoring the first breaker turns the animatronics from harmless lockout behavior into dangerous enemies. After all five are online, the north exit at the far end becomes the goal; reaching the zone near z=-53 and x within about 4.5 completes the night.

Create a nine-night campaign. Each night resets the five breakers, player position and checkpoint, while increasing difficulty. Start with two active animatronics, then unlock more across nights until all six are active; scale pursuit speed and chase range with night number. Night 1 while power is still zero must have emergency lockout: enemies can approach and trigger only a small warning/jump flash, never kill the player. Completing a night advances to the next night, and completing Night 9 shows a good ending. Hide three purple secret tape/token collectibles around the mall: a purple arcade token near the southwest/southern Laser Tag side, a maintenance cassette near the northeast/robotics side, and a north exit badge. Let the player collect a nearby purple secret with the same Fix/use interaction. Track the number found and, if all three are collected before campaign completion, show a secret ending about the tapes, janitor robots and the old stage; otherwise show the good ending while noting secrets remain.

Use six original animal-themed animatronic mascots, represented as stylized animal 3D models with glowing colored eyes and small colored light glows: Dale the Deer (balanced hunter), Frankie Fox (fast hunter), Bucky Badger-Bear (slower heavy enemy), Rivets the Beaver (north-end slower patrol), Bonnie the Prairie Bunny (fastest hunter through the middle corridor), and Hank the Harvest Hog (slow persistent west-side patrol). Give each a patrol route through the mall. They patrol when they do not see the player, but if the player is within roughly 9.5 units plus a night-based bonus and line of sight is clear, they pursue the player's last seen position and become more aggressive. They should collide/attack when very close. A catch must trigger a full-screen non-graphic scare flash and sound, reduce health by 25 (never below 25), reset the player to the most recent checkpoint, briefly stun/reset enemies, and continue rather than ending the entire campaign. If the player is near but not caught, occasionally trigger a short false/sudden scare flash. Show a red warning HUD message when an animatronic is near and a more severe message when very close.

The flashlight starts on, has a 100% battery meter, drains continuously and drains faster while sprinting; it can be toggled with F or a mobile Flashlight button and goes off when empty. Aimed flashlight beams should stun an animatronic only when its face is in the beam, within about 12 units and a narrow forward angle; stun it for about two seconds, reduce aggression, and display a recoil message. The flashlight should visibly illuminate the dark mall and enemies. Add creepy low drones and footsteps, stronger original layered scare stings, occasional synthesized/voice-style PA lines as enemies approach, and checkpoint chimes. Do not use graphic gore.

Place green-lit hiding lockers in the south security area, center maintenance area, north arcade, Laser Tag, Robotics and north service hall. When near one, Hide becomes available. Entering a locker lowers/animates the camera, marks the player SAFE, prevents enemy detection/attacks, and suppresses some warnings; moving or selecting Exit leaves hiding. Also place green save/checkpoint terminals at the security desk, center, north checkpoint, cinema and arcade. Automatically save when entering a terminal's radius, recording player position and current power. Catches return to that saved location. Include a security-camera system with a Cameras button/key (C), cycling through seven elevated feeds: Grand Food Court, Center Kiosk, North Exit, West Arcade Wing, East Cinema Wing, Laser Tag and Maintenance. Show a camera overlay/panel and title; entering camera mode switches to an elevated fixed viewpoint, disables the flashlight and player movement, and tapping the feed or Escape exits it.

Add two custom janitor helper robots, one blue "Big Mop" and one yellow "Vacuum bruiser," visibly built from boxy bodies, sensor heads, JANITOR labels, mop arms, vacuum drums and wheels. Before any power is restored they remain docked at opposite ends of the mall. Once power is on they patrol broad routes. When an active animatronic gets close they assist, approach it, shove it away, stun it for roughly 2.8 seconds and have a cooldown so they cannot spam the player; include an occasional calm janitor voice line and a HUD message. Show a mini-map HUD with the mall bounds and colored dots: red/green breakers, green save terminals, purple uncollected secrets, blue janitor robots, pink active animatronics, gray inactive animatronics and a yellow player marker.

HUD should include a Start Shift/Start Night button, a stats line showing Night 1/9 through Night 9/9, simulated time advancing toward 6 AM, flashlight battery percentage, power 0/5 through 5/5, active enemy count, and either Health, SAFE or CAMERA state. Include a clear objective tracker, warning indicator, transient instructional/status messages, checkpoint-save toast, camera title/panel, and a full-screen scare overlay. Desktop controls: WASD or arrow keys move, mouse drag looks, F flashlight, Shift sprint, E or Space interact/fix/collect/save, H hide, C cycle cameras, Escape exits camera mode. Mobile controls: left virtual joystick, right look pad/drag, Flashlight, Fix, Hide, Cameras and hold-to-sprint buttons. Sprint should move faster than normal movement, but flashlight battery drains more quickly. Keep the overall visual style realistic low-poly/asset-based mall architecture with cinematic darkness, warm gold lighting, green safety lights, cyan/pink/orange neon, and an ominous empty-night atmosphere.

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