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Arcade › Doom of Life
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Maura McVey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Doom of Life yet. Play it, then tell Maura McVey what you would add next.
Doom of Life was built by Maura McVey 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 Doom of Life 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 responsive, single-screen 2D canvas horror survival game titled "Doom of Your Life" (the in-game title should read DOOM OF YOUR LIFE). The game is viewed straight-on in a stylized first-person/abstract room presentation rather than a conventional scrolling 3D camera. Render the play space on a full-window canvas with a dark, grainy illustrated abandoned children's play-place: charcoal walls, perspective floor lines, dim pools of lantern light, a PLAY PLACE sign, purple/pink tube slides, an ARCADE cabinet, a colored-ball pit, a carousel-like ride, and a closed dark door. Use a moody limited palette of near-black, brown, muted gold, red, moss green, dusty pink, and cream. Add subtle animated bobbing, shadows, glow, scanline/glitch streaks, and darkness overlays. Begin with a full-screen start overlay: nearly black radial-gradient background, centered dark card with thin brown border and shadow, red sigil, large cream uppercase title, subtitle "A NEVER-ENDING HORROR", explanatory text about staff doors leading through an abandoned play place, three rule columns labeled with icons and short descriptions (look for clues, choose your door, protect your sanity), and a wide red/dark button "Enter Chapter One". Starting hides the overlay and shows the HUD. Core loop: the player explores an effectively endless procedurally/repeatedly connected play-place. Represent the player as a small cream-headed, red-bodied figure labeled YOU near the lower middle of the room, with x/y coordinates normalized to the room. Provide keyboard movement with WASD and arrow keys plus a four-button touch D-pad; moving past room boundaries wraps into a new wing, updates wing coordinates, increments the chapter, reduces sanity slightly, and displays a log message. Show "WING x,y · THE PLAY PLACE GOES ON" in the scene. A stalking monster named SHRED, drawn as a green-legged mechanical shredder head with a dark rectangular face, red eyes, jagged mouth, glow, and label SHRED, continuously moves toward the player. If it gets close enough, trigger a red translucent jumpscare: a large SHRED face, "YOU WERE SHREDDED", "CHAPTER LOST", and restart instructions. Restart also occurs if sanity reaches zero. Include a fixed HUD over the canvas. At top-left show DOOM OF YOUR LIFE. At top center/side show a dark bordered chapter panel containing "CHAPTER [number] · [chapter name] · WING x,y / ∞"; chapter names are 1 "The Play Place", 2 "The Wing", 3 "Experiment 4010", 4 "Infected Things", with later chapters using "Endless Halls". At top-right show SANITY as a numeric value and horizontal meter, the meter changing from muted green/red to stronger red as sanity drops, plus "LANTERN GUY · PHASE n/16" and, during the boss, a second EXPERIMENT 4010 health meter. At the bottom show a dark log box with a red left accent for narrative messages and a grid of action buttons. Actions and exact behavior: Look (mouse/touch button or F) selects unsettling clues and subtracts a small random amount of sanity; possible messages mention the ball pit breathing, a child humming in a locked tube slide, a blinking reflection, a carousel turning, knocking in padded walls, voices in the climbing maze, or a stuffed animal with the player's face. Sometimes reveal the Lantern Guy. Open Door (or E) briefly highlights the door and randomly either causes a disturbing room-loop message, causes a chapter-transition message, or advances the chapter; chapter 3 starts the boss. Phase Light (or L) cycles Lantern Guy through 16 phases. Phase 4 makes the light dim, reveals the Lantern Guy smiling beneath the climbing net, and costs sanity; later phases can cost more, while early phases restore a little sanity. The Lantern Guy should appear as a faint thin humanoid silhouette near the right side, with head, limbs, tiny eyes, and increasing red eyes/grin in phase 4 onward. Wait / Restart (or a suitable button) normally advances time, costs random sanity, and shows eerie messages about the carousel, ball pit, or tables; after death it restarts at chapter one. Enter Ball Pit (or B) starts a six-step chase sequence: tint the screen red, show "RUN THROUGH THE BALL PIT", animated colored balls and a pursuing red-eyed presence, "STEP n/6", and require six Wait/Ball Pit inputs. Each step usually costs a little sanity, sometimes more with an ankle-catching message; completing it advances the chapter and restores some sanity. At chapter 3, begin a boss encounter for EXPERIMENT 4010. Display a huge black oval-bodied infected creature in the center with red glowing eyes, cream jagged grin, many green tentacle-like limbs, and its label. Disable normal SHRED pursuit while the boss is active. Show a boss health bar starting at 100 and an "Attack Boss" button. Shoot or Attack Boss (Space or button) damages the boss by a random amount based on the equipped weapon and costs some sanity, with a log such as weapon hits EXPERIMENT 4010. When health reaches zero, set chapter 4, restore sanity to at least roughly 72, remove the boss, steady the lantern, unlock the encounter, and log "CHAPTER FOUR — INFECTED THINGS". In chapter 4, draw several smaller infected green creatures in the room with black face plates, red eyes, jagged pale mouths, tentacle legs, and an INFECTED THINGS label. Normal shooting should produce a firing/recoil log even outside the boss. Add a weapon shop overlay opened by WEAPON SHOP. It is a dark modal panel with a WEAPON SHOP heading, gold CREDITS counter initially 300, Close button, explanatory note, and responsive grid of weapon cards. Include exactly these weapons and prices: Pistol 0 (owned initially), Uzi 75, Shotgun 110, Machinegun 150, Rocket Launcher 220, Grenade 45, Sniper 180, Flamethrower 260, Uzi Gold 210, Uzi Silencer 125, Long Silencer Uzi 155, Short Shotgun 90, Machinegun Launcher 190, Sand Sniper 200, AR-1 240, AR-2 280, AR-3 320, Uzi Silencer Gold 240, Long Silencer Gold 300. Buying deducts credits, marks the weapon owned and equips it; owned weapons can be equipped. Weapon choice changes boss damage multiplier: Pistol normal, Grenade 1.8x, Rocket Launcher 2.2x, Flamethrower 1.6x, Sniper variants 1.7x, AR variants 1.5x, Machinegun variants 1.35x, other weapons 1.15x. Keep the interface usable on desktop and narrow mobile screens, with pointer/touch controls and keyboard shortcuts, serif typography, dark brown bordered buttons, red danger accents, gold accents, and no external assets required.