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Frequency Hunter

  • 3d
  • exploration
  • scavenger-hunt
  • sci-fi
  • third-person
  • atmospheric
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. Osman Karakus built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Frequency Hunter yet. Play it, then tell Osman Karakus what you would add next.

Make your own game

Frequency Hunter was built by Osman Karakus 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 Frequency Hunter 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 Frequency Hunter

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.

Recreate “Frequency Hunter” as a dark, atmospheric third-person 3D exploration game. Use a perspective follow camera behind and slightly above the player, with a modest adjustable look angle: keyboard/mouse-free desktop controls should support WASD movement, while dragging on the right side of the screen rotates the camera; tapping the lower-right pulse control or pressing Space emits the radio pulse. The player is a small sci-fi explorer viewed from behind, wearing a dark green/gray suit with a bright cyan visor and a backpack radio with a brown box and three glowing orange tubes. If a humanoid model is available, use an idle sci-fi character animation, but preserve the visible backpack, visor, and compact body silhouette.

Set the scene at night on a desaturated destroyed urban/concrete street. Use a very dark blue-black background, exponential fog, low-key teal/cyan lighting, and a soft green/cyan point-light glow around the player. The ground should be a broad ash-colored plane with a long, slightly raised damaged-concrete road strip running ahead. Scatter the visible environmental props from the game: two wrecked cars (one to the left ahead and one farther to the right), debris piles, and a stack of tires on the right. Keep the world sparse, moody, and low contrast, with teal emissive highlights.

Place exactly five collectible signal anomalies along the road at staggered left/right positions extending forward from the player. Each anomaly is an emissive turquoise faceted crystal/icosahedron with a thin glowing horizontal ring around it. They begin invisible. When the player presses Space or taps the pulse button, create a cyan expanding ring on the ground at the player’s feet; animate it outward and fade it over roughly one second. The pulse reveals every not-yet-found anomaly within about 9 world units by making it visible. Revealed anomalies slowly rotate. When the player comes within about 1 world unit of a revealed anomaly, collect it, hide it, and increment the signal count. The player moves at roughly 3.2 world units per second and is constrained to the road area (approximately x -7.5 to 7.5 and z -25 to 14). Do not add enemies, combat, health, timers, or other objectives: the goal is simply to use pulses to locate and recover all five signals.

Use a clean canvas HUD composited over the 3D view. In the upper-left, draw a translucent near-black rectangular panel with a thin glowing mint border, the title “FREQUENCY HUNTER,” and “SIGNALS: 0 / 5” updating through “5 / 5.” In the lower-right, show a translucent teal circular/oval pulse button with a glowing outline and the text “TAP / SPACE” and “RADIO PULSE.” Along the bottom, show the instruction “WASD / LEFT STICK: MOVE    DRAG RIGHT: LOOK” in pale monochrome text. When all five signals are collected, display the centered message “ALL SIGNALS RECOVERED.” Use a retro monochrome terminal/typewriter-like monospace font, pale cyan text, thin luminous outlines, and subtle transparency. The overall visual style should be a foggy, cinematic, low-poly sci-fi scavenger hunt with teal neon radio effects and very limited visibility.

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