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Arcade › Creepy Mansion
Click the game above and it runs right here in your browser. No download, no installer, no account needed. collinsochiagha built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Creepy Mansion yet. Play it, then tell collinsochiagha what you would add next.
Creepy Mansion was built by collinsochiagha 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 Mansion 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.
Recreate a browser-based 3D third-person horror game titled "Creepy Mansion" using Three.js-style rendering and a dark, low-poly asset look. The camera follows a human player character from behind at roughly 5.5 units distance and 1.6-unit height, with mouse-look and pointer lock. Use WASD to move, mouse to look, and require clicking the game view to lock the pointer. The player can jump using the controller's jump behavior, with gravity and a move speed around 7.5. Begin the player in the left parlor at approximately (-7, 0, 0). Build a simple mansion interior on a tiled floor spanning approximately x=-10..10 and z=-6..6, divided into three adjoining rooms from left to right: a parlor (x around -6), bedroom (center, x around 2), and kitchen (right, x around 8.5). Use repeated square floor tiles, dark walls around the exterior, and wall dividers at x=-2.5 and x=7.5. Each divider has wall sections on both sides of a central doorway. The left room has a table and two chairs; the bedroom has a single bed and two small cabinet/bedside-table pieces; the kitchen has a stove, large refrigerator, and table. Place a crypt/graveyard-style exit door near the far right side at approximately (10.5, 0, 0), rotated to face the interior. Keep the playable space roughly bounded by x=-13.5 to 14.5 and z=-6.5 to 6.5. Place exactly three collectible keys, visibly hovering around 0.6 units above the floor: one in the parlor at (-8, 3), one in the bedroom at (2, -4), and one in the kitchen at (9, 4). When the player comes within about 1.8 units of a key, remove it, increment the key counter, and briefly display "Key found!". The exit must not work until all three keys are collected; once all are collected, show the persistent message "EXIT UNLOCKED - Find the door!" in amber/orange. If the player approaches the exit within about 2.2 units after collecting all keys, end the game successfully and display the persistent green message "YOU ESCAPED THE MANSION!". Add one hostile undead pursuer, visually a creepy zombie-like humanoid (the game refers to it as a clown in the loss text), starting in the kitchen around (9, 0, 2). It continuously chases the player's x/z position at about 4.8 units per second, faces the player, and uses walking/running animation when close. At less than 2.8 units, trigger a brief horror scare: cover the whole screen with a translucent dark red overlay for roughly 420 ms, play a creepy short sound or low sawtooth-like tone, shake the camera, and push the player backward about 1.8 units away from the enemy. If the enemy reaches within 1.4 units, stop gameplay and display "THE CLOWN GOT YOU..." in red, then after about 2.2 seconds change it to "Reload to try again". Use an oppressive horror presentation: near-black background and fog, dark brown/gray walls and furniture, soft shadows, low ambient light, and three warm reddish-brown point lights centered in the three rooms around y=3.5. Make the room lights occasionally flicker by varying their intensity. Include a dim directional light with shadows. The view should feel mostly dark and creepy; the supplied initial screenshot may show a nearly black scene while loading or in darkness, with the HUD remaining clearly visible. Overlay a fixed HUD above the canvas. At the upper left show white text: "WASD to move • Mouse to look • Click to lock". At the upper right show a semi-transparent black rounded rectangle containing "Keys: 0/3" initially, updating as keys are collected. Put temporary status messages centered around the lower-middle of the screen in large white text with a dark/red glow. Use a full-screen, pointer-events-disabled translucent red overlay for jumpscares. Start with the temporary message "Find the 3 keys to escape the mansion..." in light gray for about four seconds. Start looping ominous background music after the first click or key press, subject to browser audio restrictions. Use animated idle/walk states for the player and animated walk/run states for the pursuer. On win, slow player movement rather than restarting immediately.