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Forest Fright

  • 3d
  • first-person
  • horror
  • mobile
  • exploration
  • cutscene
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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. Isaac Fortune built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Forest Fright yet. Play it, then tell Isaac Fortune what you would add next.

Make your own game

Forest Fright was built by Isaac Fortune 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 Forest 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 Forest 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 mobile-first, first-person Three.js horror game titled “Forest Fright.” It begins in a state called LOBBY: a square, enclosed neon-blue/purple room about 18 by 18 units, with a dark navy floor carrying a faint blue grid, nearly black walls, a dark ceiling, glowing blue ceiling light strips, and four corner pillars with small purple lights. On the center of the far wall is a large dark rectangular door/frame with a dim electric-blue inner panel, plus a small glowing purple control panel to its right. Place the first-person player at the opposite side of the room, eye height about 1.7 units, with movement clamped inside the room. The top-left HUD says “LOBBY” and, on mobile, “Swipe to look • Hold buttons to move • Tap PLAY.” Use a minimal dark UI with a small center reticle/crosshair. The actual implemented mobile flow starts when the player taps an on-screen PLAY button; do not require desktop controls or pointer lock for the primary experience. The source also contains desktop keyboard hints/logic, so optionally support WASD movement, Shift sprint, Space jump, and pointer-lock mouse look, but prioritize mobile.

When PLAY is tapped, transition to a short forest cutscene. Hide the lobby and show a dark square forest clearing bounded at roughly 22 units in each horizontal direction. The ground is very dark green/black. Populate the surrounding forest with many randomly distributed simple low-poly trees: brown tapered cylindrical trunks and dark green conical foliage, leaving an open clearing around the center. Add a warm orange point-light/campfire-like glow at the clearing center and a tiny dark ember cylinder with orange emissive material; there is light but no visible flame mesh. Use blue moonlight, faint ambient illumination, purple fill, and atmospheric dark blue fog so distant trees fade into the night.

In the clearing, show three small blocky, Minecraft-like children facing generally toward the camera. Each child is assembled from basic boxes: a square peach skin head, a dark flat hair cap, a colored rectangular torso (use blue, yellow, and green clothing), two dark blue rectangular legs, and two skin-colored rectangular arms. Scale them slightly above their simple component size and space them around the center (approximately left-front, right-front, and center-back). Give them subtle idle vertical bobbing and tiny rotational motion. The cutscene uses a separate perspective camera: for about 3.5 seconds show a wide shot from around (7.5, 3.6, 10.5) looking at the children/center, then for about 1.5 seconds move closer to about (3.2, 2.4, 6), still looking at the clearing. The HUD title changes to “...” and the hint says “Cutscene — tap SKIP.” Show an on-screen SKIP button during this sequence.

After roughly five seconds, fade the whole screen smoothly to black. Keep it black for about 1.1 seconds and play a brief layered scream: pink-noise burst plus a triangle-wave synth that rises from approximately 220 Hz to 880 Hz and falls toward 330 Hz, with a short envelope. Then fade back in and begin gameplay. SKIP should immediately perform this black fade, trigger the scream shortly afterward, and enter the forest game state after about 1.3 seconds.

In the FOREST gameplay state, hide the children, retain the dark forest, trees, fog, moonlight and warm central glow, and reset the first-person player near (0, 1.7, 8), facing toward the clearing. The top-left HUD title is “FOREST” and the mobile hint is “Swipe to look • Hold buttons to move.” Implement swipe-to-look anywhere that is not a control button, with horizontal swipe controlling yaw and vertical swipe controlling pitch; clamp pitch to roughly -1.25 to 1.25 radians. Provide translucent on-screen controls: held directional buttons for forward, back, left, and right (a simple D-pad), a held SPRINT button, and a tap JUMP button. Normal forest movement speed is about 3.9 units/second, sprint speed about 6.2; lobby speeds are about 3.6 and 6.0. Support a short hop with gravity: jump velocity around 4.2 and gravity around 9.5, keeping the camera/player at eye height above the floor. Clamp horizontal movement within the forest bounds, leaving a margin so the player cannot reach the walls. Add a very subtle first-person camera bob while moving. There are no enemies, weapons, inventory, score, health, objectives, or combat; the core experience is exploring the night forest after the unsettling cutscene. Use simple low-poly geometry, nearly black/navy/green nighttime colors, blue and purple emissive neon in the lobby, warm orange clearing light, and a restrained minimalist HUD. Ensure the game is playable on touch devices and prevent page scrolling while playing.

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