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Factory Fright

  • 3d
  • first-person
  • horror
  • stealth
  • exploration
  • collectathon
0
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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. Anthony Shaffer built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Factory Fright yet. Play it, then tell Anthony Shaffer what you would add next.

Make your own game

Factory Fright was built by Anthony Shaffer 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 Factory Fright 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 Factory Fright

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 short playable first-person horror game titled “Factory Fright,” set inside a dark abandoned toy factory that has been partly converted into a creepy school/play area. Use a Three.js-style 3D first-person camera with pointer lock: the player starts near the south end of a single enclosed 60-by-60-unit map at approximately (0, 1.7, 24), looking north, and can look with the mouse. The environment should be very dark blue-gray, with a black-blue background and short dense fog that limits visibility. Use dim ambient lighting, a strong white-blue flashlight cone attached to the camera, and a pulsing/bright red alarm light near the center of the factory. The floor and ceiling are broad dark planes, and the room is bounded by thick walls with several interior walls forming corridors and separated rooms.

Build the map with simple industrial and school/toy props: five brown desks lined up in the southwest area, tall gray shelving units along the east side, a large dark green chalkboard in the south area, a conveyor-like platform toward the north-west/central area, and a large blue-gray toy machine in the northeast/north area with a glowing red “eye” detail. Add a few dark glowing sign-like panels. At the north boundary, place a large red EXIT door that can only be used after collecting all three parts.

The main objective is to explore, collect three glowing toy parts, then reach the red EXIT door and interact with it. Place exactly three collectibles at roughly (-22, 1.1, 21), (19, 1.1, 14), and (13, 1.1, -22). Each should be a floating toy-part marker made from a glowing yellow cube/core surrounded by a blue glowing ring; make them rotate and bob gently. The player must be within about 2.2 units and press E to collect. Each collection increments “Toy Parts” and adds score; after 3/3, unlock the exit. At the exit, pressing E within about 2.6 units wins only if all parts are collected; otherwise show that the exit is locked.

Add one tall, stylized humanoid monster built from simple dark geometric meshes: boxy torso and head, long dangling arms, legs, and two bright red glowing eyes. Start it at approximately (-20, 0, -20). It continuously patrols a loop of waypoints around the factory, moving at moderate speed and turning toward its target. If it has clear line of sight to the player within 15 units, switch to chase mode; sprinting increases the detection range by 4 units. While chasing, move faster directly toward the player and intensify the red alarm lighting. Use simple walking arm/leg animation. Walls should block both player movement and the monster and should also block the monster’s line of sight. If the monster reaches within about 1.6 units of the player, immediately end the game with a “THE MONSTER GOT YOU” message. There is one life and no combat.

Implement movement and interaction rules precisely: WASD moves with collision against the outer boundary and interior walls; normal movement is about 6 units/second. Holding Shift while moving sprints at about 10 units/second, drains stamina from 100 at about 24 per second, and stamina regenerates at about 18 per second when not sprinting. The player cannot move while pointer lock is absent, after losing, or after winning. Mouse movement controls yaw and pitch, with pitch clamped to roughly +/-1.35 radians. Press F to toggle the flashlight on/off. Press E to collect a nearby part or interact with the exit. Press R to restart from the initial state, restoring all parts, stamina, flashlight, monster patrol state, score, and life.

Create a clean HUD overlay in the upper-left with the title “Factory Fright,” an objective line that initially says “Collect 3 toy parts. Then open the EXIT.”, a status line, “Toy Parts: 0 / 3,” “Stamina: 100,” and “Flashlight: ON.” Also show a compact controls hint: “WASD move · Mouse look · Shift sprint · E interact · F flashlight.” Before pointer lock, show a centered instruction panel: “Click to enter.<br><br>Collect the toy parts and escape before the monster reaches you.” Clicking locks the pointer and begins control; losing pointer lock pauses movement and displays “Paused / Click to keep moving.” Update the status as follows: while playing, indicate that the monster is hunting; once all parts are collected, say the EXIT is unlocked and instruct the player to reach the red door; after death show “You were caught.” and “Press R to restart.”; after winning show “You escaped the factory school.” and “Press R to play again.” On death, show a centered “THE MONSTER GOT YOU / Press R to restart” overlay. On success, show “YOU ESCAPED / The factory school is behind you. / Press R to play again.”

Use a restrained low-poly prototype aesthetic: dark blue-gray rough materials, sparse industrial geometry, red warning illumination, emissive red monster eyes and machine eye, and bright emissive yellow/blue collectibles that stand out in the flashlight and fog. Include subtle synthesized horror ambience and short feedback tones for collecting parts, unlocking the exit, flashlight toggling, death, and victory, but keep the game fully playable without relying on sound.

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