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Arcade › Dark Echo
Click the game above and it runs right here in your browser. No download, no installer, no account needed. tomblootey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dark Echo yet. Play it, then tell tomblootey what you would add next.
Dark Echo was built by tomblootey 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 Dark Echo 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.
Create a playable 3D survival-horror game titled “DARK ECHO” (browser-based, third-person perspective). Set the player inside a narrow, claustrophobic low-poly space-station corridor: a long passage approximately 4.4 units wide and 27 units long, with dark blue-gray metal floor and walls, a low ceiling, repeated ceiling ribs, red warning strips along both upper side walls, pipes, vents/display panels, floor details, two computer terminals, and a quarantine door/lift at the far end. Use a very dark teal/blue atmosphere with fog, cool cyan lighting, a red light toward the far end, and strong shadows. The camera follows behind the player at roughly 4.4 units distance with a centered small circular reticle. The player is a small humanoid in a dark space/soldier suit with a bright cyan visor, starting near one end of the corridor. Provide WASD and arrow-key movement, Shift running, Space jumping, and mobile joystick support. Add collision with the floor, side walls, and end walls so the player stays in the corridor. The player’s objective is to restore power to the quarantine lift by finding and activating exactly three visible power relays. Place the three relay consoles along the corridor at positions corresponding to left side around the forward section, right side around the middle, and left side farther toward the quarantine door. Each relay should be a small dark metal base with a glowing yellow lamp and circular ring; when activated, change its lamp/ring to cyan. The player activates a nearby inactive relay by pressing E (Enter may also activate it), only when within about one meter. Show brief bottom-center messages such as “Find the relays. Stay out of the dark.”, “Relay online. Something heard that.”, and after the third relay, “Lift power restored — reach the quarantine door.” Once all three are powered, reaching the quarantine door/end of the corridor completes the game with a message like “Quarantine lift unlocked. You made it out.” Add one procedural stalking creature called the Stalker, initially deeper in the corridor behind the player. It is a readable, non-gory black silhouette made from simple low-poly forms: a tall capsule-like body, elongated head, thin arms/limbs, and two tiny intensely glowing red eyes. When the game is active, it continuously moves toward the player at a slow but increasing speed when close; it turns to face the player and has a subtle walking/body motion. If it gets within approximately 1.25 units, end the run, show “The station went quiet. Press R to reboot.”, and allow R to reload/restart. The creature should remain visually ominous in the dark rather than using gore or complex animation. Create a fixed HUD over the 3D view. At upper left use a translucent dark panel with a thin cyan border and the title “STATION: DARK ECHO”; beneath it show “Restore power to the quarantine lift — 0/3” with the live count, a small “Q — draw / stow tracker” hint, and a status line that changes among “Motion tracker: quiet”, “Motion tracker: movement nearby”, and red “Motion tracker: CONTACT” according to the creature’s distance. At upper right show monospace diagnostic text: “SECTOR 07 // OXYGEN 41%” and “THERMAL NOISE: UNSTABLE”. At lower right show a circular green motion-tracker display with concentric markings, a rotating sweep, the label “MOTION”, and a glowing red blip whose position indicates the Stalker relative to the player; its border turns red when the creature is in contact range. The tracker device is toggled with Q: when drawn, show a physical handheld dark green/black tracker with a glowing green screen, antenna, and grip in front of the camera, with a smooth raise/lower animation; when stowed, hide/lower it. Include short translucent message banners near the bottom center for objective and danger feedback. Begin with a full-screen start overlay in the same dark teal/cyan visual style. Center a bordered translucent card containing the heading “DARK ECHO”, descriptive copy: “A short survival-horror slice inspired by claustrophobic space-station stealth. Find three power relays, keep moving, and don't let the thing in the dark get close.”, controls text “WASD / arrows move · Shift run · Space jump · Q draw motion tracker”, and a bright pale-cyan “ENTER THE STATION” button. Starting the button hides the overlay and begins the chase. Add P to pause/resume, changing the objective text to “Simulation paused — press P to resume”. Keep the overall aesthetic minimal, cinematic, dark sci-fi survival horror with cyan interface illumination, red danger accents, low-poly station geometry, fog, and no unnecessary weapons or combat system.