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Cornbelt After Dark

  • 3d
  • first-person
  • survival-horror
  • stealth
  • arcade
  • mascot-horror
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 Cornbelt After Dark yet. Play it, then tell Bryson Stidham what you would add next.

Make your own game

Cornbelt After Dark 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 Cornbelt After Dark 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 Cornbelt After Dark

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 browser-based first-person survival-horror game titled “Cornbelt After Dark,” set inside “Husk & Hollar Fun Farm,” a dark Midwest family-entertainment venue. Use a Three.js-style 3D first-person camera with mouse look, pointer lock, fog, shadows, and very low warm lighting: nearly black brown surroundings, amber bulbs, red alarm light, deep shadows, and a sticky brown checkerboard-like carpet/floor. The venue is a compact rectangular building with exterior walls and connected themed areas: a diner on the west side with booths, tables and chairs; a county-fair midway with red and green stalls; a corn-maze decor area in the southeast made from many thin corn stalk blockers with yellow cobs and green leaves; a security area/booth; and a hall leading to the east exit. Add painted, gold-bordered venue signs reading “HUSK & HOLLAR FUN FARM,” “DINER,” “COUNTY FAIR MIDWAY,” “CORN MAZE DECOR,” “SECURITY,” and “EXIT.” Include asset-pack-style low-poly props such as fair stalls, diner furniture, old fair lightposts, security camera props, doors, and a farm sign. The overall visual tone should be cheerful county-fair theming made eerie by darkness, fog, sparse amber lights, and horror ambience.

The player starts in first person near the west/south side of the venue and can freely explore with simple collision against walls, counters, doors, booths, and corn stalks. Controls: WASD or arrow keys move, mouse looks around, Shift briefly sprints while consuming rechargeable stamina, Ctrl crouches and slows movement, E interacts or hides, C toggles the security feed, and Escape releases the mouse pointer. Use a centered crosshair and contextual interaction prompts. Sprint speed is faster than normal movement, crouching is slower and lowers the camera, and hiding completely stops player movement while the camera sits inside the selected hiding place. Provide mobile directional controls as an optional touch interface.

The objective is to survive a six-minute night, progressing from 12 AM to 6 AM, while completing a checklist. The player must collect a glowing cyan “Staff Keycard” in the security area, use it to open the locked “Diner Utility Door,” activate the red-lever “Generator Switch” beside the hay-bale hiding spot in the corn area, and interact with the “Security Camera Terminal” in the security booth to reset the cameras. The generator reduces power drain and restores some power. Power begins at 100%; it drains over time, drains faster while the camera feed is open, and drains slightly while sprinting. Reaching zero power causes an immediate loss. Once the keycard, generator, and camera reset objectives are complete and the timer reaches 6 AM, unlock the “Final East Exit”; the player must walk to it and press E to win. The exit should remain locked before then and explain that the keycard, generator, camera reset, and 6 AM are required.

Place three clearly marked interactable hiding spots with glowing green markers: “Locker Hide Spot” in the upper-left/security side, “Hay Bale Hide Spot” in the lower-middle/corn area, and “Prize Curtain Hide Spot” in the east/midway side. Press E near one to hide and press E again to leave. Add two patrolling farm animatronics built from blocky character models: “Porkchop Peggy,” a pig-themed mascot with pink accent lighting/eyes and a straw hat, patrolling a rectangular route through the north/east midway; and “Rooster Rusty,” a rooster-themed mascot with yellow accent lighting/eyes and a straw hat, patrolling the southern/eastern corn-maze route. They should bob slightly as they move and have glowing eyes/head lights.

Implement enemy AI states PATROL, CHASE, and SEARCH. Animatronics follow their rectangular routes at a slow speed. If not hidden, they can detect the player within a short line-of-sight range, with crouching reducing the detection range; walls and solid venue geometry block detection. On seeing the player they chase at a faster speed. If the player hides or is no longer seen for a few seconds, the animatronic searches the player’s last area, then returns to patrol. Contact with an animatronic causes game over, and hiding is not perfectly safe: an animatronic very close to a hiding spot has a small chance to discover the player. Use an on-screen mode indicator showing HIDDEN, CROUCH, CHASE, SEARCHING, or PATROL.

HUD requirements: top-left translucent dark panel showing Time (12 AM through 6 AM), Power percentage, Stamina percentage, and current Mode; top-right “Night Checklist” panel with checkbox entries for Collect staff keycard, Restore generator, Reset cameras, Survive until 6 AM, and Open final east exit; centered crosshair and yellow interaction prompt; bottom-center amber message panel for instructions, warnings, lock messages, game-over, and victory. The C key opens a green monochrome scanline-style security overlay in the lower-right labeled “SECURITY FEED // HUSK & HOLLAR,” listing each animatronic’s name, state, approximate position, the last threat, and camera noise. It is only available after the terminal is reset and drains power faster while active. Start with a dark title card containing the game title, setting description, controls, and a “Start Night Shift” button. On defeat show “GAME OVER” with the reason and instruct the player to press E to restart; on success show a sunrise/escape message that the player survived Husk & Hollar Fun Farm.

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