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Don't Look Back

  • 3d
  • first-person
  • horror
  • atmospheric
  • survival
  • endless
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. 59 Latt built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Don't Look Back was built by 59 Latt 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 Look Back 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 Look Back

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 first-person atmospheric horror game titled "DON'T LOOK BACK". Use a Three.js-style 3D perspective camera with a 72-degree field of view, positioned at roughly eye height in the center of a long, narrow hallway. The player starts at the near end of a 7-unit-wide corridor and is automatically carried forward down its length at a steady walking speed; there is no manual movement or stopping. The hallway should extend far into darkness with exponential black fog: dark gray rough walls on both sides, a nearly black ceiling, a dark floor, and subtle brown-gray baseboards. Place a repeating series of dim rectangular ceiling lamps, with a slight occasional flicker, and sparse door-frame details along the walls; include several simple closed doors on the left side at intervals, using a plain low-poly/building-kit appearance. Keep the scene almost entirely black and desaturated, with only weak ambient/moonlike gray-blue fill lighting and the warm cone of a flashlight.

The central mechanic is looking without turning too far. Let the player look around using mouse movement/pointer lock on desktop, or by dragging on the view on touch devices. Apply yaw and pitch to the first-person camera, clamp vertical pitch to about +/-1.15 radians, and allow horizontal looking only within a strict 90-degree range from straight ahead. If the absolute horizontal yaw exceeds 90 degrees, immediately trigger the scare/game over: display a dark red translucent game-over overlay with a brief full-screen red flash, stop the breathing audio, and show the title "IT SAW YOU", the message "You turned too far.", and a "TRY AGAIN" button that reloads/restarts the game. Do not add combat, enemies that visibly chase the player, collectibles, branching paths, or a win condition; the threat is implied to be breathing just behind the player.

Give the player a toggleable handheld flashlight. It is represented primarily by a warm cream-colored spotlight attached to the camera, aimed down the corridor, with a limited range and soft-edged cone. Start the flashlight off. Toggle it with the F key or a circular bottom-right on-screen button labeled "FLASHLIGHT"; when active, the button gets a pale warm glow. The flashlight drains a battery from 100% at roughly 1.9 units per second; automatically turn it off when empty. When off, leave only a tiny residual light. Add an upper-left HUD label "FLASHLIGHT BATTERY" and a narrow outlined horizontal battery bar initially full, filling pale beige and changing muted red when below 25 percent.

Before play, show a centered modal start card over a nearly black radial-gradient background. The card is a dark translucent rectangle with a thin muted beige border and shadow. It must display the large, widely letter-spaced cream serif title "DON'T LOOK BACK", followed by "The hallway only goes one way." and "Something is breathing just behind you.", then an outlined dark button labeled "ENTER THE HALLWAY". Clicking it or pressing Enter starts the automatic walk, hides the card, and begins a low looping breathing sound. Include a subtle flashlight click sound whenever the flashlight is toggled. At the bottom center show the understated instruction text "WALK FORWARD AUTOMATICALLY · DRAG OR MOVE THE MOUSE TO LOOK · PRESS F TO TOGGLE" (wrap/reposition it higher on narrow mobile screens). Use an austere cinematic horror visual style: black background, charcoal geometry, dim desaturated blue-gray lighting, small warm lamps and flashlight, Georgia-like serif typography, restrained HUD, heavy fog, and no bright colors except the brief red scare flash and game-over state.

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