Appearance
Arcade › Doom of Your 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 Your Life yet. Play it, then tell Maura McVey what you would add next.
Doom of Your 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 Your 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 playable low-poly 3D horror survival chase game titled "Doom of Your Life". Set it inside an abandoned indoor children's play place/amusement center called Play World, shown from a high, top-down cinematic third-person camera: the camera follows the survivor from above and slightly behind, looking toward the area in front of the player. Use a very dark near-black scene with heavy fog, a faint purple/brown floor, a visible square floor grid, strong vignette, flickering exposure, colored pools of light, and a powerful warm handheld flashlight aimed in the survivor's movement direction. The overall mood is grimy, abandoned, and oppressive, with faded amusement colors turned into rust, mold, blood, and warning-light red. Use chunky procedural low-poly geometry and a retro Courier New-style cream/red HUD and message overlays. The playable arena is a roughly rectangular indoor room bounded by walls, with internal collision walls that form corridors and chokepoints: an office block in the northwest, large center machines, a broken hall barrier, a storage rack, and a divider near the exit. Decorate it with a large sign reading "PLAY WORLD / CLOSED FOREVER", a ticket booth with a "TICKETS / NO REFUNDS" sign, a rusted slide, a dead mini-carousel with five frozen blocky animals, a moldy ball pit with scattered faded yellow/blue/pink/green balls and cracked wooden sides, fallen letter blocks spelling PLAY, barrels, traffic cones, blood-like floor stains, ceiling beams, colored string lights, and flickering spotlights around the ticket booth, ball pit, carousel, and slide. Place a red/rusted exit gate on the east/southeast side with a glowing warning light and a "PLAY WORLD EXIT" sign. The starting survivor is a low-poly zombie-apocalypse-style human model, with a simple fallback capsule-like body if the model is unavailable. Core objective in Chapter One: begin with 3 lives, 100 sanity, and 0/5 fuses. Explore the arena and automatically collect a fuse when within roughly one meter of it. Place five glowing golden cylindrical fuse pickups with metal end caps around the arena; they hover, rotate, emit warm light, and disappear when collected. The five initial locations should be spread around the room (northwest, north-center, northeast, west-center, and southeast). The HUD at the top must show sanity and lives on the left and "FUSES 0/5" plus an objective on the right. The red exit gate remains closed until all five fuses are collected; then show "GATE OPEN" and let the player clear the chapter by walking into the gate. The main monster is Shred, a dark humanoid creature with a procedural metal paper-shredder head: a large rectangular gray metal head, black horizontal feed-slot mouth, two bright red warning-light eyes, and a row of spinning metal shredder teeth in front of the slot. Give it a dark capsule-like body, angular arms, and metal claw tips, plus a red warning glow. Shred patrols a fixed loop of points around the arena when hunting. It enters a chase when it has line of sight to the player within about 8 units or hears the player running within about 13 units. During a chase it moves faster, spins its shredder teeth faster, drains sanity more quickly, and causes the scare intensity to rise. Break line of sight and get far enough away to end the chase. Contact with Shred costs one life and reduces sanity, with a short hit cooldown and red screen flash; respawn the player at the starting position while resetting Shred if lives remain. Also include up to six extra roaming low-poly monsters with distinct names/appearances—Mascot Grin, Paper Maw, Ballpit Crawler, Ticket Taker, Party Room Lurker, and Backroom Shredling—built from simple capsule bodies, box heads, glowing eyes, and small rotating teeth. They patrol and chase using the same line-of-sight/hearing rules, and contact with them also costs a life. Activate three extra monsters in Chapter One and increase the active count gradually in Chapter Two, up to all six. Movement must support WASD and arrow keys. Normalize diagonal movement. Holding Space or Shift makes the survivor run at about 1.55x normal speed, drains sanity continuously, and makes enemies hear the player from farther away; when not running, sanity slowly regenerates. Include on-screen mobile controls: a four-button directional D-pad at the lower left and a large RUN button at the lower right. Tapping any control or the game canvas starts the game. Hide the mobile controls on mouse/desktop layouts. Animate the survivor with idle, walk, and run animations when available, rotate the survivor toward movement, and use smooth acceleration/deceleration. Add horror feedback: a centered blood-red title/start panel reading "DOOM OF YOUR LIFE" with instructions, a red hit flash when damaged, a dark red fullscreen jump-scare overlay showing Shred's metal head, glowing red eyes, black slot, and teeth with the captions "SHRED" or "BEHIND YOU", camera shake, and a harsh noise/sawtooth sting. Trigger scares when a chase begins nearby, after selected fuse pickups, and occasionally when sanity is low or a chase is active. Keep the scene's colored lights visibly flickering and vary the tone-mapping exposure to create harsh intermittent brightness. After Chapter One, display a clear transition message: "CHAPTER ONE CLEAR" and "DOOM OF YOUR LIFE: CHAPTER TWO". Chapter Two is a strict sequential 1000-room gauntlet using the same compact Play World arena layout with deterministic room-varying fuse placements and enemy starting positions. The player must clear every room in order: collect that room's five fuses, open its gate, enter it, and advance to the next room; never allow room skipping in normal play. Show the Chapter Two HUD with the current room and rooms-cleared counters, such as "R1/1000 C0", along with sanity, lives, and fuse progress. On each new room, reset the five fuse pickups, reposition the survivor and Shred, increase Shred's speed slightly with room number, restore some sanity, and make more monsters active; briefly show a message explaining the room number, required sequential progression, and that more monsters are awake. When room 1000's gate is entered, show a final win panel reading that 1000 rooms were cleared and offer to restart from Chapter One. If all three lives are lost, show a game-over panel such as "SHRED GOT YOU" and allow Space/tap to retry from the beginning.