Skip to content

Arcade › Creepy Anthony

Creepy Anthony

  • 3d
  • stealth
  • horror
  • puzzle
  • adventure
  • single-player
0
Remix it Discord

3 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Michelle “Toadette” afton built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Creepy Anthony yet. Play it, then tell Michelle “Toadette” afton what you would add next.

Make your own game

Creepy Anthony was built by Michelle “Toadette” afton 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 Creepy Anthony 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 Creepy Anthony

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 single-player 3D stealth-horror puzzle adventure titled “Creepy Anthony.” Use a dark, top-down/third-person over-the-shoulder camera that follows the player from behind and above, looking down into a compact square village. The world is extremely dim, with a nearly black purple-red background, heavy radial vignette, cold moonlight, fog, deep shadows, and small pools of warm light from the survivor’s handheld lantern and Anthony’s red aura. The ground is a dark brown dirt plane with a subtle square grid/path pattern. Build a roughly 36-by-36 enclosed village with outer boundary walls, internal corridor walls, crooked cabin-like buildings, crates that can be used for hiding, dead trees, crooked fence segments, and a small warning sign at the village gate. Cabins should be dark brown rectangular structures with warped-looking red roofs and glowing orange windows. The overall visual style is low-poly, eerie, sparse, and atmospheric rather than graphic.

At the start, show a full-screen character-selection overlay titled “Choose Your Peterson,” explaining that Anthony Peterson is the bad guy and the player must escape his self-made creepy village. Provide 20 selectable survivors: Anthony Peterson Jr., Toadette Peterson, Mart Peterson, Lena Peterson, Iris Peterson, Cal Peterson, Nora Peterson, Jax Peterson, Mina Peterson, Rowan Peterson, Pip Peterson, Vera Peterson, Owen Peterson, June Peterson, Knox Peterson, Zia Peterson, Beck Peterson, Romy Peterson, Ellis Peterson, and Sage Peterson. Each card shows a short role and perk. Characters are represented in-game by a simple colored capsule-shaped survivor with a small glowing lantern, and their actual gameplay differences should include the implemented perks: slower suspicion while crouched for Anthony Jr.; faster crouch movement for Toadette; a closer starting position to the key for Mart; stronger visible rune glow for Lena; brighter lantern for Iris; faster walking for Cal and slightly faster walking for Romy; reduced wrong/mistake suspicion for Nora and June; longer detection grace for Jax; an extra close-call distance/tolerance for Rowan; a smaller collision radius for Pip; faster act starts for Vera (if represented); a door ping after opening the chest for Owen (if represented); a larger hiding range for Knox; brighter Anthony glow for Zia; stronger key glow for Beck; earlier exit marking for Ellis (if represented); and slightly reduced late-act Anthony speed for Sage. Keep the 20-character choice functional even if some perk effects are subtle.

The core loop is: choose a survivor, explore while avoiding Anthony, find the floating/bright brass key, activate three floor runes in the exact order red, then blue, then green, open the locked chest, take the exit gate/door handle, and reach the exit door to advance. Place the key toward the northwest side of the map, the chest toward the southeast, the three rune discs close together in the southern/eastern area, and the exit door/gate on the eastern side. The key should slowly rotate and bob. Make the rune discs colored red, blue, and green, low flat hexagonal/cylindrical floor objects that rotate subtly and brighten when correctly activated. Interaction is proximity-based: when near an object, E/Space (or controller A) performs the nearest interaction. The key disappears when collected. The chest cannot open until the key is found and all runes have been activated in order; opening it slightly rotates/lifts the lid and grants the exit handle. The door cannot be used until the chest is open. A wrong rune resets the rune sequence, increases suspicion, and displays “Wrong rune. Anthony heard that.”

Anthony Peterson is the enemy, visibly represented by a ghost-skull hunter model hovering/flying through the village, with a strong red point-light aura. He patrols a route through multiple waypoints, respects the village walls and crates as collision blockers, and switches to hunt when he has line of sight to the survivor. Use line-of-sight checks blocked by walls, cabins, and crates. Anthony detects the survivor within a limited vision radius, with increased range and danger in later acts. The survivor can break line of sight, crouch, or stay near crates to hide; crouching slows movement and shrinks the player visually, while crates provide hiding range. When seen, Anthony’s suspicion meter rises; it falls gradually when hidden or out of sight. At full suspicion, or when Anthony reaches the survivor, the survivor is caught and the game displays “Anthony found you. Press R or Restart.” Anthony moves faster while hunting and becomes more dangerous when suspicion is high. Include a conspicuous HUD suspicion meter at bottom-left, labeled “Anthony’s suspicion,” colored from green through yellow to red, with a percentage.

Use 20 sequential acts, displayed in the upper-right as “Act N / 20” alongside the selected character name. Reaching the exit door advances to the next act and resets the key, runes, chest, player position, and Anthony patrol state. Every act should become progressively more disturbed using an act madness value: denser/darker fog, reduced moonlight, stronger red Anthony aura, increased detection radius and movement speed, slight wall tilting/scaling, more warped/taller cabins, and additional dark red mutation spikes/shards scattered around valid walkable areas. On Act 20, successfully escaping should end with a victory message that the survivor survived all 20 acts. The Restart button resets to Act 1 while preserving the selected character; R should do the same.

Controls: WASD or arrow keys move; Shift is a hold-to-crouch key; E or Space interacts; R restarts from Act 1. Support controller left stick movement, A interaction, and B/Menu crouch. Support touch with an on-screen four-direction D-pad, E action button, and holdable Crouch button. Include a Fullscreen button. Keep the camera smoothly following the player, and use collision against the outer walls, internal walls, cabins, and crates. Display clear central messages for objectives and warnings such as finding the key, hiding/crouching when suspicion rises, rune acceptance, chest/door requirements, act transitions, catching, and victory.

HUD and presentation: top-left large creepy display title “Creepy Anthony” in a distressed horror font, with a short controls/objective line; upper-right act badge and survivor name; centered rounded dark message panel; bottom-left suspicion panel; restart and fullscreen buttons at top-right. On touch devices, show the controls and reposition the message lower. Use low-poly imported-style assets or close visual equivalents for the ghost skull enemy, chest, brass key, cyberpunk-like exit door, dead trees, and fence pieces. Include eerie brief whisper/digital sound feedback for key collection, rune interactions, wrong runes, and capture, while ensuring the game remains playable if assets fail by using simple geometric fallback models. Do not add online multiplayer, weapons, combat, lives, or unrelated mechanics.

More free browser games

Browse the whole Arcade →