Skip to content

Arcade › Don't Wake Mom

Don't Wake Mom

  • top-down
  • stealth
  • horror
  • browser
  • three.js
  • survival
  • interactive-fiction
0
Remix it Discord

7 plays

How to play

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

Discussion

Nobody has said anything about Don't Wake Mom yet. Play it, then tell Minh Nguyen what you would add next.

Make your own game

Don't Wake Mom was built by Minh Nguyen 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 Wake Mom 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 Wake Mom

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-playable top-down stealth game titled "DON'T WAKE MOM". Use a minimalist Three.js-style 3D scene viewed from a high orthographic overhead camera, with flat-color rectangular floors and simple geometric furniture/characters. The house is a connected layout of seven named rooms: Your Room, Living Room, Mom's Room, Storage, Bathroom, Hallway, and Kitchen, joined by narrow connector passages. Use a very dark nighttime palette: purple/burgundy carpeted bedrooms and living room, brown wood in the hall/storage, teal tile in the kitchen/bathroom, nearly black surroundings, dark walls, and sparse blocky furniture such as beds, wardrobes, a sofa, TV cabinet, tables, kitchen counter, fridge, boxes, and bathroom cabinet. The player is a small blue-lavender circular/cylindrical character with a pale head and a directional marker; Mom is a larger brown character carrying a broom.

The story and goal are shown in the opening menu: it is 2:07 AM, the player's phone is gone because Mom took it, and the player needs one reply before returning to bed. Begin the player in their bedroom and place Mom initially asleep in Mom's Room. The phone must be placed randomly at the start of each run among searchable tiered containers, with a 20% chance for a tier-1 location, 40% for tier 2, and otherwise tier 3. Searchable objects should include the player's wardrobe and desk, Mom's pillow/nightstand drawer/wardrobe/broom corner, living-room TV cabinet/bookshelf/clock shelf, kitchen fridge/rice container/cabinet/sink cabinet, bathroom cabinet, and storage large box/basket pile. Searching takes time and displays a progress bar; each search can produce noise, and most locations are decoys. When the phone is found, show a pale glow/phone indicator and open a phone-chat overlay containing the visible message history from a best friend and a five-second reply window. Offer four choices: "Sorry, mom took my phone", "I'm here, what's wrong?", "still here sorry", or "Say nothing — close app".

The player can walk with WASD or arrow keys, run with Shift, crouch with C, interact with nearby objects with E, toggle a flashlight cone with F, and hold Q to hold breath. Include equivalent touch controls: a directional pad, RUN, E, C, Q, and F buttons. Walking, crouching, and running have different speeds and noise levels; crouching is quieter and running is fastest but consumes stamina on Normal/Hard. The HUD should show the current objective in a dark translucent panel at upper left, controls/help text below it, and upper-right status such as "Stress 0 · Stamina 100 · Your Room". Show contextual interaction prompts near the bottom center, search progress, temporary message popups, a red/dark stress vignette, and a brief white flash when the phone buzzes.

Implement hiding at multiple spots: the player's bed, under the player's bed, player's wardrobe, Mom's bed, living-room sofa and curtains, bathroom stall, and storage box. While hiding, stop movement; E leaves the hiding spot. Q can be held while stationary or hidden to charge a two-second breath recovery, reducing stress by 20, with a cooldown. Include a flashlight pickup/search interaction on the player's desk, and make the flashlight a visible cone/detection modifier rather than full occlusion lighting.

Mom must have audio-driven stealth AI. In Normal and Hard she begins asleep and can snore, occasionally wakes naturally into patrol, and may use fake sleep (20% Normal, 35% Hard). Her states are sleep, fakeSleep, patrol, investigate, search, chase, and return. Footsteps, running, searching furniture, stumbling from depleted stamina, and the phone can create noise; Mom reacts by investigating and searching rooms. She patrols across the living room, hall, kitchen, bathroom, storage, and on Hard may also patrol Mom's Room. If she sees the player in the same room within a limited forward-facing range, a detection meter rises and can trigger a chase; hiding blocks sight. Mom searches nearby hiding spots and catches the player if she reaches their occupied spot. If she catches the player or reaches them during a chase, show a Caught ending. Use synthesized positional sound cues with left/right panning based on Mom's location: snoring while asleep, broom taps while patrolling/returning, footsteps during investigation/search, chase cues, and ambient clock ticks, bathroom drips, kitchen/fridge hum, crickets, traffic, plus rising tension tones. Stress increases when Mom is close, chasing, searching nearby, or silent nearby; high stress gives a red vignette and heartbeat cues. Normal/Hard should expose the danger through messages such as "MOM IS AWAKE", "MOM IS SEARCHING", and "MOM IS APPROACHING". Easy is a Practice Run: disable Mom wake/stress behavior and stamina pressure, keep the run forgiving, and show the map/room behavior; Hard increases Mom speed, search time, fake sleep chance, removes notification messages, and hides map assistance.

After finding the phone, if the player selects any of the first three replies, immediately set stress high, make the phone buzz loudly, wake Mom into a forced final chase, and change the objective to "PUT IT BACK. GET TO BED." with a ten-second countdown. The player must interact with the phone's original container to return it, then reach their bedroom and hide; winning this route displays "Good Night" with a delivered-message response and the achievement "One Last Reply". If the player closes the phone without replying, require returning the phone and hiding in the bedroom without the forced reply chase, then show the "Coward" ending: phone returned and Mom asleep, but no reply. If the player has replied and returned the phone, also support the secret alternate ending if they hide under Mom's bed, Mom returns to sleep, and enough time passes: show "The Waiting Kind" with the scene of Mom sitting on the bed and the achievement "This Never Happened". In all endings pause the game and show a dark overlay card with the ending text and a Retry button.

Keep the presentation intentionally sparse and readable: flat planes, block furniture, simple low-detail characters, dark translucent rounded HUD cards, pale blue/white text, and no complex sprite animation. Maintain a smoothly following overhead camera centered/clamped around the player. Include three menu difficulty buttons labeled "Practice Run", "Don't Wake Mom", and "She Already Knows", plus a Start button.

More free browser games

Browse the whole Arcade →