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don't leave

  • 3d
  • horror
  • exploration
  • arcade
  • story
  • survival
0
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4 plays

How to play

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

Discussion

Nobody has said anything about don't leave yet. Play it, then tell nathan inwoba what you would add next.

Make your own game

don't leave was built by nathan inwoba 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 don't leave 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 don't leave

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 3D horror exploration game titled "don't leave....." with the subtitle "( SECRET GAME )". Use a close over-the-shoulder third-person camera in a small, bounded quiet island world, with a dark pixel-art/low-poly visual style: blocky geometry, flat colors, fog, hard-edged shapes, simple emissive lights, and a mostly fixed near-player camera. The world should feel blood-dark and lonely rather than graphically realistic. Use Three.js-style perspective rendering, shadows, moonlike blue ambient lighting, a pulsing red point light, and dark water/void surrounding the island.

At launch, show a full-screen dark title card with a warm yellow border and the title "don't leave.....", a cyan "( SECRET GAME )" label, a loud-sound/removal warning, and this premise: walk through the blood-dark world, read the notes, enter the little game inside it, and find why the creator stepped away before the red-eyed thing finds you. Include an "open the secret" button. Once started, immediately show a story warning about loud sounds and camera dragging, and trigger a brief red jumpscare with the words "DON'T LEAVE". Keep a persistent top HUD: on the left show "don't leave..... SECRET GAME" and the current place (initially "The Quiet World"); on the right show "memories: 0/5" and "secret stars: 0/8". Also keep the prominent warning banner "WARNING LOUD SOUNDS — THIS GAME IS GOING TO BE REMOVED" visible near the top.

Build the overworld as a rectangular island approximately 42 by 28 world units. Surround it with black water/void. Lay down dark dead grass, a darker forest floor on the left, a blood-memory meadow on the right, a home clearing in the southwest, and a dark arcade area in the south. Add blocky tan paths: a long horizontal path across the middle, a vertical branch toward the forest/home, and a path to the arcade. Place a small blocky house at the southwest/home area, with a dark red-brown body, a low four-sided roof, a black door, and a floating label "home". Scatter low-poly dead trees made from brown cylindrical trunks and stacked dark-green polygonal cones, gray block rocks, red blood pools and drops, red scratch marks, and floating labels/signs reading "DON'T LOOK BACK", "forest of rest", "world map", and "secret arcade". The screenshot-like presentation should use large simple rectangular areas and a limited palette of muted green, brown, charcoal, blue-gray, red, gold, and cyan.

The player is a small glowing pale-cyan low-poly/capsule character with a dark face strip, a soft cyan point light, a ground shadow, and a floating "YOU" label. Start the player near the house at approximately (-15.4, -7.7). Movement must work with WASD, arrow keys, and a mobile D-pad. W/Up moves in the direction the camera faces, S/Down backs up, and A/D or left/right strafes. Clamp movement inside the island. Allow dragging/swiping empty screen space to orbit the camera horizontally and raise/lower its close height; use a close third-person camera that follows behind the player and looks ahead. On mobile, show a four-button D-pad and a circular TALK button. Press E, Space, or TALK to interact, and Escape to close story text.

Add a black spherical low-poly hunter enemy at approximately (16.4, 8.9). Give it a glowing red pair of eyes, a glowing red rectangular mouth, and a red point light. It should face the player and chase when the horror is active, moving toward the player if within about 18 units. Its chase speed starts around 2.55 and increases slightly with each discovered memory. As it approaches, play procedural ominous chase beats whose volume and tempo intensify with proximity. At about 6.2 units, show an extra-loud warning jumpscare; at closer ranges show "BEHIND YOU" or "TOO CLOSE"; on contact show "IT FOUND YOU". Jumpscares should be full-screen flashes with an abstract pale face/eyes and huge dark mouth, red/black radial backgrounds, screen shake, and brief generated horror tones. When caught, place fresh red blood at the player's location, reset the player to home and the hunter to its starting position, and show a story panel titled "IT CAUGHT YOU" saying that blood hits the grass and the monster remembers. Do not remove collected story progress after being caught.

Place five interactable glowing polygonal nodes/locations, each close enough to activate within roughly 2.1 units. Three are gold glowing blood notes in the world, one is a cyan arcade cabinet, and one is a pink/red ending note across an eastern bridge/path. The interaction hint should say either "Press E / tap TALK to read" or "Press E / tap TALK to enter". The notes and their exact story text are:
1. At (-15.2, -3.2), title "BLOOD NOTE 1 — why I quit": "I didn't leave because the game was bad. I left because every update felt like something was hunting me through my own world."
2. At (-2.6, 3.6), title "BLOOD NOTE 2 — pressure": "The pressure got teeth. It whispered: hurry up, be perfect, don't disappear. So I ran from the thing I made."
3. At (9.5, 4.2), title "BLOOD NOTE 3 — the world": "This is the world I made after it rotted: a home, a forest, a path, a secret arcade, and blood where the happy colors used to be."
4. At (17.3, 0.5), title "NOTE 4 — the truth": "The secret is this: I quit before the monster wearing my name could finish eating me alive."
Use a bottom-center dark translucent story box with a thin warm-yellow border, uppercase gold title, and monospace story text. Reading the three memory notes and the final note increments the memory count; the final note should refuse completion until all four notes have been read and the arcade challenge has been won.

At approximately (5.2, -8.4), make a blocky arcade cabinet: dark purple/black body, cyan screen, gold base, and a floating label "the game I made". Interacting with it enters a separate floating 3D arcade stage rather than a conventional menu. Hide the overworld/player/hunter and place the camera in front of a dark rectangular arcade board. Show a cyan catcher paddle near the bottom and eight glowing gold octahedron stars falling from the top at varied horizontal positions and speeds. The HUD should identify the mode as "3D Star Catcher — the game I made". In this mode, move the catcher left/right with A/D or arrow keys and catch stars by horizontal/vertical overlap. Reset missed stars from above; each caught star increments "secret stars". On entering, reset the challenge to zero and show: "Catch 8 secret stars. Left/right or A/D moves the catcher. This little game is the proof I still cared." When eight stars are caught, automatically return to the overworld near the arcade, show a story panel titled "YOU WON THE SECRET" with text explaining that the small game worked and was hidden for someone to find, and leave the stars count at 8.

After all four notes/memories have been read and all 8 stars have been collected, allow interaction with the eastern final note to finish the game. Show a full-screen ending card titled "thank you for playing", subtitle "the secret ending", and the text: "I didn't quit because I hated making games. I quit because I forgot to rest. This world is still here. So am I." Include a "walk again" button that reloads/restarts the experience. Keep the overall tone personal, secretive, and horror-focused: the monster represents pressure and burnout hunting the creator through their own work, not hatred of games or players.

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