Arcade › Glass Eyes
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Tomer Moses Saranga built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Glass Eyes yet. Play it, then tell Tomer Moses Saranga what you would add next.
Glass Eyes was built by Tomer Moses Saranga 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 Glass Eyes 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 first-person 3D horror exploration game titled “Glass Eyes: The Devil’s Seal,” set in the Blackwell Gallery at 10:00 PM. Use a very dark, atmospheric presentation: near-black blue-gray background, exponential fog, heavy radial vignette, muted brown/gray materials, weak cool moonlight, and a dim red light at the far end. The camera is an FPS camera with mouse look, a small glowing circular crosshair at screen center, and pointer-lock play after pressing an opening button. Opening screen: cover the game with a dark radial-gradient start panel titled “GLASS EYES,” subtitle “THE DEVIL’S SEAL” in muted red, and text explaining that Blackwell Gallery is closed, the player’s grandfather left a warning never to let the doll see you blink, and that the player must find the brass key, keep the flashlight alive, and hide when the dark breathes. Include an “ENTER THE GALLERY” button. Once clicked, begin the game and show the message “The gallery remembers you.” Build a simple enclosed square gallery approximately 22 by 22 units with a floor, four walls, fog, and sparse low-poly/primitive geometry. The player begins near the south side at about (0, 0.15, 8.3). Along the north wall place several rotting dark-wood picture frames; place matching display plinths farther into the room. Put several dark wooden gallery benches near the south side, an office door-like dark wooden structure near the north-east wall, and a large closet near the west/south-west side around (-8, 0, 7.8). Scatter six fallen planks across the middle of the floor and add a faint blood-red pentagram marking near the north wall. Include atmospheric props where visible in the game logic: a skull candle around (-5, 0, -6), a black candle around (4, 0, -6), and an old coffin around (7, 0, 4). Keep the overall environment sparse, shadowy, and museum-like rather than brightly lit. The main interactable objective is a brass gallery key, visibly represented by a small brass ring, on a display plinth around (-6, 0.7, -6.5). When the player comes within about 1.2 units, automatically collect it, hide it, and display: “A brass key. Something turns in the office door.” After the key is collected, the player must approach a small tarot-card-like object named “The Devil,” lying near (6, 0, 5.5), within about 1.2 units. Hide the card and win immediately with the message “THE SEAL HOLDS — FOR TONIGHT.” Change the bottom hint after victory to “The lights return. The storm goes silent.” There does not need to be a physical door-opening sequence; the key-plus-card proximity sequence is the actual completion logic. Place a creepy doll named Eleanor around (6, 0, -4). Make it readable from a distance using simple stylized geometry: a small cloth-colored capsule body, pale spherical head, two tiny glossy black/glass eyes facing forward, and several pale lace rings around the lower body. The doll is the signature “glass eyes” threat. Track whether the player is looking directly at it: it counts as seen when the camera direction points toward it with a strong dot-product threshold (roughly a narrow cone) and the player is within 12 units. After roughly 8 seconds, if the player is not looking at the doll and it is within about 7 units, have it slowly glide/lerp toward the player, turn to face the camera, and remain at floor level. If it gets within roughly 0.82 units while the player is not hiding, lose with “THE GALLERY HAS A NEW DOLL.” Set the bottom hint to “Refresh to enter again.” The doll should feel unnerving because it advances only while ignored, not because of combat. Also include a large demon entity named Malakbel loaded as a dark monster model if available, initially positioned near (0, 0, -8.8), facing back toward the room and hidden until the asset is ready. Give it an idle animation if the model has one. Its visibility rule is important: it is visible when the flashlight is on or when it is within 5 units of the player, and otherwise disappears into darkness. When the flashlight is on, if it is within 10 units and the player is not hiding, slowly move it toward the player at about 0.18 units/second and reduce sanity slightly. When the flashlight is off and it is within 4 units while the player is not hiding, reduce sanity much faster. It is a pressure/threat presence, not an enemy the player attacks. Core resources and HUD: begin with flashlight battery at 100 and sanity at 100. In the upper-left show “BLACKWELL GALLERY · 10:00 PM.” In the upper-right show FLASHLIGHT with a pale horizontal meter and percentage, SANITY with a red horizontal meter and percentage, and the warning “THE LIGHT ATTRACTS HIM” in muted red. While the flashlight is on, drain battery at about 1.9 percentage points per second; at zero, force it off and show “The flashlight dies.” While it is off, drain sanity at about 1.1 per second. The demon’s proximity adds the extra sanity loss described above. If sanity reaches zero, use the same loss state. Add a dark radial vignette whose opacity grows as sanity falls, and a subtle horizontal red scanline/glitch overlay that only appears at low sanity. Keep the HUD text in an old serif style, with the resource values/meters in a compact monospaced style. Controls must be shown persistently at the bottom center: “WASD / ARROWS to move · mouse to look · SPACE to jump · F to toggle flashlight · E to interact.” Use FPS movement around 3.2 units/second, gravity and a jump around 6 units/second. F toggles the flashlight and displays either “The beam cuts through the dark.” or “You hear something breathing.” E is used at the closet: if the player is within about 3 units of the closet, toggle a hidden/hiding state and show “You hold your breath inside the closet.” or “You step back into the gallery.” While hiding, the doll and demon should not advance/damage the player, allowing the player to wait safely, but movement can otherwise remain standard. Keep the flashlight as a forward-facing warm-white spotlight attached to the camera, with shadows, while the room uses weak hemisphere/moon lighting and a subtle red fill. Use a restrained low-poly survival-horror visual style: primitive architectural blocks, rough dark wood, dirty gray walls, brown-black floor, brass accents, a blood-red pentagram hint, pale doll face, glossy black eyes, strong darkness and fog, and sparse warm flashlight illumination. Do not add weapons, combat, inventory screens, extra levels, or features not described; the game loop is exploration, managing light and sanity, watching the doll, hiding in the closet, collecting the brass key, and reaching the tarot card.”