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Arcade › Creepy Bloom
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Bonnie Hartnett built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Creepy Bloom yet. Play it, then tell Bonnie Hartnett what you would add next.
Creepy Bloom was built by Bonnie Hartnett 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 Bloom 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.
Rebuild “Creepy Bloom” as a browser-based first-person survival-horror game in Three.js. The game takes place inside a dark, foggy abandoned school wing at night. Use a first-person camera with pointer lock: clicking starts/enters the school, WASD moves, mouse looks, Shift sprints, F toggles the flashlight, E enters/exits nearby lockers, R restarts, and Escape releases the mouse. The objective is simply to survive as long as possible; there is no item collection or level progression. If the flower creature reaches the player, show a caught/death state and the survival time, then allow restart. Build a rectangular school interior with an approximately 26 by 22 floor, outer beige walls, a long central corridor running along the Z axis, and classroom spaces on both sides. Divide the classrooms with walls and include four classroom door openings with simple dark wooden panels, blue-gray glass windows, and blue trim/frame elements. Add old gray tile flooring, beige classroom walls, navy/blue wainscoting-like hallway trim and ceiling strips, a few brown-and-metal desks in classrooms (including clutter/overturned-looking desk forms), and a dark green chalkboard in one classroom. Use simple low-detail box and primitive geometry, with shadows and strong fog: near-black blue-gray environment, dim bluish ambient/moon lighting, and visibility primarily from the flashlight. Place four tall dark-blue metal lockers in the hallway as hiding spots, with slightly ajar dark doors and small metallic handles. When the player is close to and facing a locker, E hides them inside: movement stops, the flashlight is forced off, and stamina regenerates faster. Press E again to exit at the locker’s exit position and restore the flashlight state from before hiding. While hiding, the creature continues toward the player’s last known position and can still kill them if it reaches the locker; hiding is not invulnerability. Make the player a simple grounded first-person controller with collision against the school walls, door frames, desks, lockers, and floor boundaries. Walking speed is about 2.1, sprint speed about 3.6, and sprinting drains a 0–100 stamina meter while normal walking recharges it; hiding recharges faster. Keep the player inside the school bounds. Show a small white plus-shaped crosshair centered on screen. The enemy is a stylized flower creature made from a thin dark green stem, a dark burgundy/red spherical head, eight flat deep-red petals arranged around the head, and one small glowing pink eye plus a subtle pink point-light glow. It starts in a classroom area around (-9,-7) and stalks the player through the connected school, bobbing slightly, tilting its head, and rotating its petals. It follows toward a point behind the player, faces its current target, uses simple wall/obstacle steering and collision push-out, and stays within the building. It moves slower when the flashlight is on (about 1.15) and faster when it is off (about 1.65). If it comes within about 1.05 units of a normal player, or about 0.95 units of a hiding player, trigger death. Add an unsettling audio layer using Tone.js where available: a very low continuous drone, a heartbeat whose interval/intensity increases as the flower gets closer, and short tones for flashlight toggles and locker hide/exit. When the flower is close and the player looks toward it, occasionally trigger a jumpscare (more likely with the flashlight off): a brief full-screen dark crimson/pink radial overlay with a huge stylized face, two glowing eyes and a dark mouth, plus a sharp noise/stinger and brief camera shake. Give this scare a cooldown so it cannot spam. The scare is a visual warning/effect; the actual loss occurs when the creature reaches the player. HUD should remain in the upper-left in clean white text over the scene: bold title “Creepy Bloom”; a controls line reading “Click to play • WASD move • Mouse look • Shift sprint • F flashlight • R restart”; and live fields “Time: 0.0s”, “Stamina: 100%”, and “Flashlight: ON/OFF”. Include a translucent bordered message box for contextual messages such as “Click to start (mouse lock). The flower is already in the house with you.”, locker status, or “Caught. Survived Xs — press R to restart.” The initial start screen should be a centered dark translucent card titled “Creepy Bloom,” subtitle “Abandoned school wing. Don’t let it get behind you.”, control instructions, a full-width “Click to enter the school” button, and the hint “Tip: when you hide, you can’t use the flashlight.” The supplied visual target is extremely dark, with the HUD and centered crosshair clearly visible over an almost black scene before the player starts or while the flashlight reveals little of the school.