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Arcade › FNAB
Click the game above and it runs right here in your browser. No download, no installer, no account needed. alexgdickinson7 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about FNAB yet. Play it, then tell alexgdickinson7 what you would add next.
FNAB was built by alexgdickinson7 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 FNAB 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 first-person 3D horror-survival game titled "FNAB" set in a locked classroom at night. Use a dark, muted, realistic low-light style with charcoal gray walls, dark brown wood furniture, heavy fog, soft shadows, and warm orange light around the teacher's desk contrasted with cold blue moonlight. The player begins inside the classroom at position near the center/front, with mouse movement or touch dragging to look around and WASD movement (also support an on-screen movement stick on touch devices). There is no jumping. Use a first-person camera with a small center crosshair and pointer-lock look after clicking the classroom. Build the classroom as a closed rectangular room: dark brown floor, gray walls, a dark ceiling, a wooden door centered on the front wall, and a tall window on the right wall with wooden framing, mullions, and dark blue translucent glass. Put a small wooden table by the window on the right/back side with a black phone and a red-lit phone screen. Put a second wooden table on the opposite side of the room with a light-colored book with a reddish spine. At the rear/teacher area, place a larger wooden teacher desk with a sheet of paper on it. Include mostly-dead ceiling light fixtures, a subtle warm point light near the teacher desk, cool moonlike directional illumination, fog, and a very dark atmosphere. The core goal is to survive from 12:00 AM until 6:00 AM. The game clock advances at four in-game minutes per real-time second, so the complete night lasts 90 seconds. Display the title FNAB at the upper left and "Night 1 · HH:MM AM" at the upper right, adding a visible DANGER indicator while threats are active. Start with an intro overlay explaining that the player is locked in a classroom after midnight and four teachers patrol the school, with an ENTER CLASSROOM button. After entering, show a bottom HUD with hold buttons for HOLD FLASHLIGHT, HOLD PHONE, and HOLD BOOK, plus START and SOUND ON controls. Also show contextual prompts, a center crosshair, and message cards describing active threats. There are four event types that appear randomly. The first event begins at 18 real seconds, and subsequent events arrive roughly every 5 to 13 seconds; allow up to three simultaneous active events. Door events last 8 seconds and randomly occur at either the left or right side of the centered front door. Show a shadowy humanoid teacher at the corresponding door: a simple nearly black body and head with two small glowing red eyes. When either door teacher appears, display a message such as "Teacher at the left door — hold the phone audio" and require the player to stay near the phone table, face the phone, and hold the phone control. On keyboard, holding E performs this action; on touch, the HOLD PHONE button does. The phone can only be held when the player is within 3 units and looking toward it (dot-product facing threshold about 0.28); otherwise release it. If the door event expires without the phone being held, show a game-over overlay with text that the teacher entered while the phone was silent. The window event lasts 6 seconds. Show a dark, enlarged shadow teacher/thing just outside the right-side window and display "Sound outside the window — do not look." If the player looks toward the window creature (facing threshold about 0.72), immediately fail with "You looked at the thing outside the window." If the event expires without looking at it, clear the event successfully. Do not require an item for this event. The teacher-desk event lasts 8 seconds. Show a dark reddish shadow teacher at the teacher desk; if available, use a creepy nurse-like humanoid model as the desk teacher, but retain a simple shadow teacher fallback. Display "Sound at the teacher desk — hold the book open." The player must be within 3 units of the book table, facing the book (threshold about 0.2), and hold the book. On keyboard, holding B performs this action; on touch, use HOLD BOOK. The book visibly tilts open while held. If the desk event expires without this response, end the game with "You ignored the sound at the teacher desk." Add a flashlight action that can be held with F or the HOLD FLASHLIGHT button. It activates a cool pale-blue point light attached to the camera at intensity about 0.85 and turns off immediately when released; it is useful for looking around but is not itself a required response. Holding the phone makes its red screen glow brighter; holding the book tilts it open. Play short synthesized tones when starting, picking up/holding items, and when events appear; use a harsh low scare tone on failure. Include a sound toggle presentation consistent with the HUD, but keep the experience playable if sound is muted. When the player dies, hide all active threats and show a centered dark overlay with "YOU WERE FOUND" and the specific failure reason, plus a TRY AGAIN button. Restart should reset the player to the starting position, reset the clock and events, turn off the flashlight, and restore the intro/game state. When the timer reaches 6:00 AM, hide the threats and show a success overlay titled "6:00 AM" with the text "The school bell rings. You survived FNAB." Use serif typography, cream/beige text, thin muted-brown borders, translucent near-black panels, and subtle text shadows throughout the HUD and overlays. Ensure the design works on desktop and mobile: desktop uses keyboard/mouse, while mobile exposes the touch movement/look controls and hold buttons.