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Funsies Below

  • 3d
  • horror
  • exploration
  • arcade
  • third-person
  • puzzle
  • chase
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. Adeel Ahmed built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Funsies Below yet. Play it, then tell Adeel Ahmed what you would add next.

Make your own game

Funsies Below was built by Adeel Ahmed 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 Funsies Below 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 Funsies Below

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 third-person 3D horror exploration game titled “Funsies Below.” The player is a parent entering an abandoned family fun center after closing time to search for their missing child. Use a dark, stylized low-poly arcade aesthetic: nearly black blue-gray environment, heavy dark fog, hard-edged boxy walls, colorful neon-glowing signs and lights, and Kenney-style miniature arcade props. The camera follows behind the player at roughly shoulder height with mouse-look/drag-look and a visible employee-like humanoid parent avatar. The starting area is outside the front of the building, under a large glowing “FUNSIES” entrance sign. The building is a compact connected layout: a lobby/forecourt at the south, a central main hall, an ARCADE wing on the west/left, a PRIZES wing on the east/right, and a SERVICE ELEVATOR/maintenance area to the north/deeper inside. Use checkerboard floors in the lobby, purple arcade wing, and blue prize wing. Include dark exterior/interior walls and colored point lights in pink, blue, cyan, orange, and pale blue. Populate the rooms with visible low-poly props: two arcade machines and a claw machine in the arcade, a ticket machine in the lobby, a prize wheel and vending machine in the prize wing, plus entrance and wing signage.

Core gameplay is a linear objective chain driven by proximity interaction. Begin with a full-screen dark translucent instruction card reading “A PARENT ENTERS AFTER CLOSING TIME,” the large title “FUNSIES BELOW,” and the premise that the child vanished inside. Show instructions: desktop WASD/arrow movement, mouse-look, Shift to run, Space to jump, E to interact; mobile left joystick to move, drag to look, and jump/interact buttons. A large “ENTER FUNSIES” button starts the game and hides the card. During play, show a top HUD with the current uppercase objective, status message, inventory/progress text (“Remote: missing/acquired” and relay states), and a contextual bottom-center interaction prompt such as “Pick up the door remote — press E.” On small screens provide a visible rounded “INTERACT” button.

Objective sequence:
1. After entering, direct the player to “Find the remote in the arcade wing.” Place a floating/bobbing, slowly rotating black handheld remote with blue and red buttons and a small antenna at the back/inside of the arcade wing. Interact within about two meters to pick it up. Hide it, update the HUD to Remote: acquired, and wake the monster.
2. The remote allows marked electronic doors to open. Add a security door between the central hall and Prize Wing with a blue glowing panel. Before acquiring the remote, interacting with it should show “The panel blinks: REMOTE REQUIRED.” Afterward it opens with a heavy-click message and the slab animates upward. The remote pickup also sets a checkpoint near the arcade/lobby.
3. Require the player to activate two relay towers, one in the arcade wing and one in the prize wing. Each is a short dark cylindrical pedestal with a colored glowing button and a small point light (pink relay in the arcade, cyan relay in the prize area). Show progress as “Power both relays ○ ○,” changing each marker to a check when activated. Each relay button gently bobs and becomes much brighter when active.
4. Once both relays are active, allow the pink-marked maintenance door at the north end of the central hall to open upward, then allow the blue-marked freight elevator door farther north to open. Keep the objective progression explicit: open maintenance door, open elevator, then ride the elevator down. Locked doors display appropriate status messages (“Both relay towers need power first” or “The elevator display is dead”).
5. Near the open elevator, show “Ride the elevator down.” Interacting starts a short automatic crash cutscene: close the elevator door, place the parent inside a simple three-sided industrial freight elevator with a warm ceiling lamp and control panel, lower the elevator/cabin rapidly while subtly shaking the camera, play a crash effect, darken the scene and shorten the fog. After roughly six seconds, freeze normal gameplay and show an ending card titled “The elevator goes deeper,” explaining that the floor rips away and the parent hears their child somewhere below the crash. Include a “Restart Chapter” button that resets the whole sequence to the outside.

The monster is a custom stylized blue-eyed thing rather than a humanoid: a floating black/dark spherical core, a bright blue glowing eye shell and white-blue iris on its front, six dark dangling tendrils, and a strong blue point-light aura. It starts invisible/asleep at the central area and becomes visible immediately after the remote is collected. It continuously chases the player directly through the facility, turning to face them, bobbing slightly, and moving at about 2.8 speed, increasing to about 3.4 after both relays are powered. If it reaches within about 1.6 meters, trigger a full-screen jumpscare: dark radial background with a large pulsing blue eye, status “It found you,” then after about 1.3 seconds hide the scare, reset the monster to its starting position, and respawn the player at the latest checkpoint with a message that they stumble back and keep moving. The monster does not chase during the elevator cutscene, jumpscare, or ending.

Use third-person movement with walking, running while holding Shift, jumping, gravity, collision against the facility, and player animation states for idle, walk, sprint, and fall when available. The parent avatar should be a small stylized arcade-employee/worker model, with the body collider mostly hidden. Doors should be dark industrial slabs with contrasting frames and small emissive colored panel markers, rising vertically when opened. Keep lighting and atmosphere moody: black-blue background, fog beginning around 11 units and extending to about 42, low ambient hemisphere light, soft directional blue light, neon room lights, emissive signage, and shadows. Add looping ominous background music after the start button, a jumpscare sound on capture, and a crash sound during the elevator sequence. The overall tone should combine family arcade imagery and colorful neon with an oppressive, foggy, blue-lit horror chase.

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