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Arcade › Glasshouse Hush
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Glasshouse Hush was built by antiantifurry6 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 Glasshouse Hush 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 short first-person 3D horror stealth game titled “Glasshouse Hush,” set in a dark, moonlit glass greenhouse. Use Three.js-style real-time 3D rendering with a 75-degree perspective camera, dark blue-green fog, very low ambient light, soft green accent lights, shadows, and a narrow bright cold-white player flashlight beam. The player starts near the south end of a roughly 34-by-34-meter square greenhouse at ground position (0, 1.65, 12), facing into the maze. The greenhouse has transparent teal-gray perimeter walls and a visible steel frame: four corner posts, roof/perimeter beams, and structural framing. Build a dark green floor, outer walls, and internal planter rows. Planters are repeated rectangular metal boxes about 2.8m wide, filled with small clustered green bushes, arranged in rows around z=-10, -4, 2, and 8, with gaps for navigation. Add internal solid wall partitions that create a maze: a long divider around x=-8.5 from z=-15 to 3, another around x=8.5 from z=-3 to 15, plus horizontal barriers around z=-1.5 and z=11.5. Keep collision so the player cannot walk through walls or planters. The core goal is to explore the greenhouse, collect three floating glowing pale-green keycards, then reach the illuminated north exit door. Place the cards at approximately (-13,-14), (14,14), and (0,14), floating around 1 meter above the floor, slowly bobbing and rotating. The exit is a dark rectangular door at the north wall around (0,-16.3), with a green lamp/light nearby. The door only completes the normal ending after all three keycards are collected; touching it beforehand does nothing. Each keycard increments the HUD count and score, with a small pickup chime. Also place a shotgun pickup near the starting area at approximately (2.2, 11.2), floating and rotating. Walking close to it collects it, hides the world pickup, changes the HUD from “unarmed” to “loaded,” and visibly replaces the held flashlight view with a full first-person shotgun and supporting arms. Scatter ten clearly visible metallic bear traps on the greenhouse floor, with small red emissive/glowing indicators for readability, at approximately (-12,12), (-6,8), (1,14), (7,-12), (12,1), (-11,-9), (-2,-12), (10,10), (-14,3), and (4,-5). Model each trap as a low circular metal base with paired rows of teeth and a subtle red ring glow; traps slowly rotate for visual presence. Walking within about 0.52 meters triggers an untriggered trap: shrink it slightly, play a loud snap, and switch the flower creature into hunt mode. The trap records the player’s current location as the sound source. The creature hunts that last sound for about 5.5 seconds at high speed; if the player keeps moving, it can fail to find them and resume its patrol. Triggering a trap very close to the creature causes an immediate special grab death with stretched arms. The enemy is a blind humanoid flower creature, initially patrolling between four points around (-10,-10), (10,-8), (9,11), and (-11,8), moving at a slower patrol speed. It should not use a conventional visual detection system: its important sensory mechanic is reacting to loud trap sounds. Model it as a tall eerie plant-human silhouette with a green segmented pelvis, spine, chest and shoulder bar, jointed long arms, forearms, oversized vine-like pink/red hands, jointed legs, and a dark spherical head surrounded by six deep crimson/magenta petals. Give it swaying walk animations, alternating leg motion, heavier footstep sounds, and a subtle bob. In patrol mode it follows its route; after a trap snap it visibly charges toward the sound position, with more aggressive animation and periodic danger pings. If it gets within about 1.1 meters, stretch its arms and enlarge its hands as if grabbing; if it reaches approximately the player’s collision distance, kill the player immediately. The player has a visible low first-person body at the bottom of the view: dark green chest, legs, sleeves, hands, a raised flashlight arm, and a flashlight model. Show walking sway and leg/arm movement. The flashlight is a spot light aimed forward with a small local glow. When the shotgun is picked up, hide the flashlight arm/hand and show a wooden-stock, metal-barrel shotgun held in both hands at the lower right, with subtle movement sway. Desktop controls: click to lock the pointer/start, WASD or arrow keys to move, mouse to look, Shift to move faster, and left click, F, or Space to fire once the shotgun is acquired. Press R after a death or win to restart. Mobile controls: tap to play, use a circular virtual stick at lower left to move, swipe the right side to look, and show a circular FIRE button at lower right that is disabled until the shotgun is acquired. Firing the shotgun is only available after pickup. Play a loud shotgun blast and briefly set the danger state. If the creature is alive, within 18 meters, and centered closely in the camera aim (forward direction dot target direction greater than 0.95), trigger the alternate ending. Animate the flower dying for about 1.4 seconds: tilt/fall its body, lower it, move its arms, enlarge/open its petals, then hide it and show a centered ending message. The alternate ending message should communicate that the shotgun killed the flower. The normal ending shows an “ESCAPED” message after the player reaches the unlocked north exit. If the flower touches the player, show a brief full-screen red/black jumpscare: six large blurred crimson petals bloom inward/outward around the screen with pulsing white text “IT HEARD YOU,” then show a “MAULED” message explaining that the flower caught the player. For the special nearby-trap case, explain that the trap snapped beside it and the flower stretched its vine arms to grab the player. Use a restrained horror HUD in the upper-left: the title “GLASSHOUSE HUSH,” a status/instruction line, “Keycards: 0/3” (updating as collected), “Shotgun: unarmed/loaded,” and a pale red danger line. At the beginning show a centered pill-shaped hint reading “Click to lock pointer and move” on desktop or “Tap to play” on mobile; hide it once started. Status text should reflect collecting cards, the flower listening, a trap hunt, the unlocked exit, shotgun availability, escape, alternate ending, or death. Add a low ambient hum, player footsteps that become faster/louder while sprinting, heavier enemy footfalls, a pickup chime, trap snap and danger tones, and shotgun blast. Keep the overall style nearly black with cold teal/green greenhouse illumination, foggy visibility, red trap and flower accents, and minimalist white HUD text; the intended experience is tense navigation, sound-triggered pursuit, and two possible wins: escape with all three keycards or shoot the flower after finding the shotgun.”,