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GLITCHLIGHT

  • 3d
  • horror
  • slasher
  • survival
  • third-person
  • psychological
  • arcade
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. emad desalegn built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about GLITCHLIGHT yet. Play it, then tell emad desalegn what you would add next.

Make your own game

GLITCHLIGHT was built by emad desalegn 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 GLITCHLIGHT 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 GLITCHLIGHT

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.

Rebuild a single-player Three.js-style 3D psychological horror/slasher game titled “GLITCHLIGHT // SIGNAL IN THE STATIC,” set in a very dark, fog-filled abandoned Eternal Eve neighborhood and graveyard at night. Use a high, slightly behind-the-player third-person camera: the player is near the lower center of the view, looking along a cracked abandoned road, with the camera around 10 units above and 12 units behind the player and smoothly following; the visible screenshot should feel almost top-down but still show the road, roadside props, and a narrow flashlight cone. Render with a nearly black blue-green palette, dense exponential fog, weak moonlight, deep shadows, subtle cyan/teal emissive lighting, and occasional magenta/purple interference. Use a minimal low-poly/standard-material look with dark wet blacktop ground, a cracked straight road, weak lanterns, old gravestones, half-open coffins, dead trees, four simple dark building blocks with faint cyan windows, and a tall radio-tower shed. Load or recreate simple graveyard-kit-like props: lanterns, cross gravestones, coffins, street sections, trees, and a faint ghost-like model. The player is a small dark capsule-like figure with a cyan/teal emissive edge and a glowing uPhone in hand, carrying a Prism Flashlight. Aim a bright but narrow pale-cyan spotlight forward and show a very faint translucent cone in the world; darkness and fog should limit what can be seen.

The objective is to rescue four lost signal kids, then return to the lit safe zone at the spawn point. Place the signals at fixed locations around the map: library kid (-14,-19), mall basement kid (13,-25), schoolhouse kid (-18,10), and radio tower kid (18,16). Each is a small glowing cyan capsule/figure floating inside a faint cyan sphere aura with a small cyan point light; it slowly rotates and bobs. When the player comes within about 1.45 units, automatically rescue that signal, increment the rescued count, award 500 score, restore one pulse battery up to a maximum of 3, play short electronic beeps, and display a message such as “[name] rescued. Battery +1. The fog noticed.” After all four are rescued, entering the safe circle completes the game, awards 2000 more score, displays a bounty-complete message, and offers a PLAY AGAIN reload.

Start the player at (0,0) inside a cyan glowing ring of radius about 4.2 with a point light above it. This is initially a relief area but is explicitly a false safe zone. After three rescues, compromise it: change its ring and light to hot pink/magenta, weaken its light, and require the player to finish the last rescue and escape/return despite the compromised state. Keep the world bounds roughly x=-31..31 and z=-33..29, and prevent movement through the four building blocks by simple rectangular collision.

The enemy is the Shadow Snatcher, beginning far away around (-24,-30). Make it a mostly invisible black/purple capsule or ghost silhouette: normally its material opacity is nearly zero, but reveal it more strongly for three seconds after a pulse, when within five units, during the first instant of a scare, or when close. It pursues the player during chase phases and moves faster as more signals are rescued. If it reaches the player, cause capture/game over, show a red/magenta damage vignette and a message that the Snatcher folded the player into static, then show the start card with a RETRY THE BOUNTY button that reloads the game. Use a proximity-based static/threat value: it rises as the Snatcher approaches, during chase, after rescues, and while hiding; show the enemy on the radar only when interference is above roughly 45%.

Implement the tension loop with explicit phases: DREAD, SCARE, CHASE, and RELIEF. In dread, the enemy slowly shadows the player and the game builds a low hum. Trigger scare when the nearest unrescued signal is within about 6 units, after roughly 32 seconds, or after two rescues; briefly silence the hum for about 1.3 seconds, then transition to chase with a warning to RUN or HIDE. A pulse immediately starts a chase and makes the Snatcher hunt. Chase can end in relief if the player hides successfully or reaches the unbroken safe circle; relief lasts about eight seconds before returning to dread. Rescue events also trigger a brief scare/silence. Include low audio tension through WebAudio or equivalent: a low sawtooth hum, a panic oscillator during chase, short electronic beeps for pulse/rescue/win, and randomized filtered static/whisper noise when the enemy is within eight units. The silence before a scare should be noticeable.

Give the player exactly 3 initial Prism Pulse charges/battery units. Press F or Space, or tap the PULSE button, to spend one charge, briefly reveal the Snatcher, set it hunting, enter CHASE, and display “PULSE SENT. You saw it. Now it saw you.” If battery is empty, play a dull failure beep. Movement uses WASD or arrow keys, with mobile left joystick support. Holding Shift or the SPRINT button makes movement about 1.72x faster but drains stamina rapidly (about 32 per second); normal movement restores stamina slowly (about 15 per second), and recovery is faster in the safe zone (about 30 per second). Start stamina at 100. Add five golden-ring hide spots near the coffins/building alcoves, approximately (-9,-16), (8,-21), (-13,16), (18,-3), and (10,-8), with radii 2.2–3.0. Holding H or the HIDE button inside the nearest golden ring makes the player hide, slows movement to about 18%, suppresses the player’s emissive visibility, and drains stamina about 9 per second. Hiding cannot be combined with sprint. A hide attempt can break pursuit after at least about 2.2 seconds of chase, but hiding becomes dangerous after about 7.5 seconds as the Snatcher learns the heartbeat; if it reaches the hidden player, use a tighter capture distance and a special heartbeat message. Visually highlight only the nearby usable golden ring and change the HIDE button state to ready/hiding.

Create a HUD that is always overlaid on the game. At upper left, use dark translucent blue-green panels with thin cyan borders and techno/monospace typography. Show the title “GLITCHLIGHT // SIGNAL IN THE STATIC,” objective text explaining the four signals, three pulse charges, stamina, and flashlight, then three horizontal bars labeled STAMINA (cyan), BATTERY (pale yellow), and STATIC (purple-to-magenta), with numeric values. At upper right, show a dark rounded “uPHONE 1.0” panel containing a circular radar with concentric rings and a sweeping line. Place yellow glowing radar dots for every unrescued signal and a purple/magenta dot for the Snatcher only when static is high. Show status text like “0/4 signals rescued // DREAD,” changing with phase; on mobile, adapt the phone lower on the right and hide its explanatory paragraph. Put centered narrative tips near the upper-middle of the screen for start instructions, pulse warnings, chase warnings, rescue messages, safe-zone relief, world-shift warnings, and win/loss messages. At lower right provide PULSE, HIDE, and SPRINT buttons; at lower left provide a circular translucent mobile joystick. Support both desktop and mobile input.

Add a start overlay covering the screen with a radial near-black blue-green background and a bordered central card. The card title is GLITCHLIGHT, explains that this is a restricted-power psychological/slasher prototype with an unseen monster, false safe zone, hide spots, chase, and relief, and says to rescue every signal and return to the lit circle. The main button reads ENTER THE FOG. Starting should initialize/resume audio and hide the overlay; keyboard input may also start the game. On loss or victory, reuse the overlay with the appropriate retry/play-again button. After the second rescue, once the player has looked away, trigger the psychological world shift exactly once: increase fog density, weaken moon and safe light, slightly rotate and offset the building blocks, beep with a low sawtooth tone, and display “You looked away. Eternal Eve rearranged itself.” Keep the overall visual tone extremely dark and sparse, with cyan safe/signal light contrasted by yellow hide rings and magenta static, matching the attached dim screenshot.

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