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Grandma Cage

  • 3d
  • stealth
  • escape
  • horror
  • low-poly
  • top-down
  • mobile
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Eesha Nair built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Grandma Cage yet. Play it, then tell Eesha Nair what you would add next.

Make your own game

Grandma Cage was built by Eesha Nair 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 Grandma Cage 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 Grandma Cage

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 browser-based 3D stealth escape game titled “Grandma Cage,” using a low-poly, warmly lit but creepy grandmother’s house rendered in Three.js. Use a third-person, elevated top-down follow camera: look down from behind and above the player, smoothly following the player around a single rectangular room. The room has a dark brown wooden floor, nearly black plum-brown walls, foggy/dim ambience, soft shadows, a cool blue window glow on the left wall, and a warm orange table-lamp light near the back-left furniture. Keep the visual style simple low-poly with boxy furniture and imported low-poly character/prop models.

The player is a small bright cyan/teal capsule-like character with a dark face/facing mark, initially at the center of a large rectangular barred cage in the foreground/right side of the room. The cage is made from gray vertical cylindrical bars and top rails, with one conspicuous gold/yellow loose bar on the front/south side. The player begins trapped inside it. The core objective is sequential: first move close to the gold loose cage bar and press the interaction control to bend it open; then sneak through the room while avoiding Grandma; then collect the rotating brass key positioned beneath/near the small table in the back-left area; finally reach the closed front door centered in the back wall and interact to unlock it and win.

Movement must work with WASD and arrow keys, with diagonal movement normalized, and also provide a mobile virtual joystick at bottom-left. Provide a large circular ACTION button at bottom-right. Press E or Space, or tap ACTION, to interact when close to the loose bar, key, or front door. Press R to restart. The HUD should be overlaid on the game: a dark translucent rounded panel at top-left showing a changing objective, a matching panel at top-right showing “Key: yes/no,” a noise state (“quiet,” “soft,” or “loud”), Grandma sight state, caught count, and the current action hint. At bottom-left show concise movement/interact instructions alongside the joystick. Display short center-top messages such as “You bent the loose bar. Slip out and find the key,” “You found the brass key. Head for the front door!,” and locked-door feedback. On winning, show a dark translucent full-screen overlay with “You escaped Grandma’s cage,” a success sentence, and a Play again button.

Grandma is an animated low-poly elderly female character wearing dark clothing, placed initially toward the back-right of the room. She continuously patrols a rectangular loop through four waypoints: back-right, right/middle, left/middle, and back-left, then repeats. Animate her walking when possible. Once the cage is opened, she can detect the player using a visible fan-shaped vision cone extending about 5.8 world units in front of her with a roughly 72-degree total field of view. The cone is translucent yellow when she is not currently seeing the player and changes to translucent red when she sees the player. Her line of sight must be blocked by furniture/obstacles. If she sees the player continuously for roughly 1.15 seconds, or gets within about 0.78 world units, Grandma catches them. Nearby movement/noise can also raise her alert; player noise rises while moving and decays while still, and the HUD reports quiet/soft/loud. When alerted she pursues the player, moving faster while she has direct sight, otherwise she resumes or transitions from patrol behavior. Before the cage is opened, she should not detect or catch the player.

On being caught, increment the caught counter, return the player to the original cage position, reset the cage’s gold bar to its upright position and closed state, clear movement noise, and show a message that Grandma locked the player back in the cage. Do not remove the key permanently on a catch; the overall attempt can continue from the cage. The loose-bar interaction should rotate the gold bar sideways and lower it to visibly open the cage. Picking up the key hides it. Interacting with the front door without the key should display “The front door is locked. Find the key first.” With the key, rotate/open the door and set the win state.

Build the room with collision boundaries and these visible/functional blocking props: a dark sofa block around the right-middle area, a kitchen counter block in the back-left corner, an old bed/cabinet along the front-right area, and a small table with chairs and a lamp in the left/back portion. The table is the hiding place for the brass key and furniture blocks Grandma’s line of sight as well as the player’s movement. Include a decorative broken fence prop near the back-right side. Keep the front door centered in the back wall, with wall segments on either side. Use warm hemisphere lighting, a directional moon/window light with shadows, a warm point light near the lamp, dark fog, and soft shadow rendering to match the dim screenshot atmosphere. The complete game must be playable from the initial caged state through escape, failure/reset, and victory on both desktop and mobile.

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