Skip to content

Arcade › Granny 10

Granny 10

  • 3d
  • survival-horror
  • third-person
  • escape
  • stealth
  • exploration
0
Remix it Discord

0 plays

How to play

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

Discussion

Nobody has said anything about Granny 10 yet. Play it, then tell Mamta Gupta what you would add next.

Make your own game

Granny 10 was built by Mamta Gupta 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 Granny 10 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 Granny 10

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 dark, browser-playable 3D third-person survival-horror escape game titled “GRANNY 10: HUNT FOR LIFE.” Use a Three.js-like 3D scene with a perspective camera following a small capsule-shaped player avatar from behind, mouse drag look and WASD movement on desktop, and a virtual joystick plus drag-look on mobile. Include jump/gravity movement, but keep the focus on exploration and evasion rather than combat. Add two on-screen SIT and STAND buttons; SIT visibly crouches/shrinks the player, while STAND restores the normal posture.

Set the game inside a gloomy three-floor house at night. Use an almost-black blue background, fog, cool moonlight, a red point-light glow, soft shadows, and simple low-poly geometric assets with muted gray floors, dark plaster walls, brown wood, metal fixtures, and blood-red accents. Build three stacked playable floors with open vertical areas and room-like partitions. The HUD should be fixed over the game: upper-left glassy dark panel reading “Chances: 5 / 5” and an exit-parts counter, upper-right panel showing the current floor/area such as “Floor 1 — Hall / Basement,” and a centered notification area for messages. On the start screen, show a dark red-black radial backdrop and a centered rounded card with the title “GRANNY 10,” subtitle “HUNT FOR LIFE,” the text “Escape the three-floor house. Find the padlock key, crowbar, master key, and chain cutter. Stay quiet — the hunters hear movement.”, the controls hint “Desktop: WASD + mouse. Mobile: joystick + drag-look.”, and a maroon “ENTER THE HOUSE” button.

The house layout should include a large hall/basement floor, a kitchen and backrooms on the second level, and an attic/elevator area on the third level. Include an exit door centered at the far south/front side of the house, metal door frames, a basement gate, an elevator shaft and elevator door, a damaged/breakable-looking wall, stairs connecting levels, kitchen counter, dining table, basement crate, backroom shelf, an old coffin and crypt-door props, and damaged brick-wall dressing. Add three visible bear traps as environmental hazards. These are primarily set dressing in the implemented behavior, not a separate damage system.

Place four floating, glowing low-poly octahedron markers with torus rings as collectible exit parts: a gold “Padlock key” on the ground floor toward the kitchen/back side, a brown “Crowbar” on the ground floor, a pale “Master key” on the second level, and a red “Chain cutter” on the top level. Make uncollected markers rotate and disappear when the player comes within close range, showing messages such as “Padlock key found.” Update the HUD from 0/4 to 4/4 exit parts. The win condition is reaching the exit region after all four parts have been collected; show “You escaped the house alive.”, change the overlay to “YOU ESCAPED” / “HUNT COMPLETE,” and offer “PLAY AGAIN.” Do not require a separate inventory screen or item-use interaction.

Add five low-poly humanoid hunter enemies with simple capsule torsos, spherical heads, tiny red eyes, and different muted clothing colors: Granny in burgundy, Grandpa in blue-gray, Slendrina in near-black, Slendrina’s Mom in dark red, and Granny’s Mom in brown. At game start they are hidden, then the normal Granny and Grandpa become active and continuously pursue the player across the house at modest speeds. If either gets within about 2.1 units, deduct one of the player’s five chances, reset the player to the starting position, and display “A hunter caught your movement.” Slendrina appears after about eight seconds, periodically teleporting above and slightly ahead of the player; if she comes within about four units, deduct a chance and display “You looked at the wrong shadow.” Slendrina’s Mom appears after about fifteen seconds and can freeze the player for five seconds when very close, with the message “Trap! Frozen for 5 seconds.” Keep the threat behavior and chance system as the core danger. If chances reach zero, stop the run, show “The house kept you. Tap ENTER to try again.” and return to the start/retry overlay.

Start the player in the hall near the front/exit side with five chances. On starting, hide the menu and display “Find four parts. Keep moving quietly.” Continuously update the floor label based on player height: ground floor “Hall / Basement,” middle “Kitchen / Backrooms,” and upper floor “Attic / Elevator.” Use restrained horror UI styling: translucent charcoal panels, thin gray borders, rounded corners, light gray-white text, muted labels, and maroon buttons. Preserve the sparse, ominous atmosphere and the clear objective-driven loop: search the three-floor house, collect the four glowing parts while hunters approach, then reach the exit alive.

More free browser games

Browse the whole Arcade →