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Arcade › Granny House
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.
Nobody has said anything about Granny House yet. Play it, then tell Mamta Gupta what you would add next.
Granny House 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 House 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 dark first-person 3D horror exploration game titled "Granny House" (the screen title should read "THE HOUSE OF GREY ASH"). Use Three.js or an equivalent real-time 3D engine. The player begins inside a large, very dim rectangular house at approximately (0, 0, 5), with a first-person camera at eye height around 1.65 units and a fairly wide 72-degree field of view. Support FPS movement through the standard FPS controls (keyboard movement and mouse/pointer look, with an appropriate touch/virtual control option on mobile); there is no jumping. Movement speed is about 2.7 and running speed about 4.2, with gravity but no jump impulse. Build the environment as a sparse, oppressive grey-black interior: a dark nearly-black floor in a roughly 22-by-16 unit rectangular room, four enclosing walls about 4 units high, and two offset interior divider walls that create halls/rooms (one around x=-5,z=-1 and another around x=5,z=1). Use collision geometry so the player cannot walk through the outer walls or dividers. Add four subtle, desaturated circular old rugs at roughly (-7,-6), (7,-6), (-7,5), and (7,5). Place four simple gloomy ornaments around the room: each is a dark pedestal/cylinder with a flattened round decorative top, near the four corner areas. Keep materials rough and low-saturation, with no bright colors or busy decoration. Light the scene like a horror game at night. Make the background and fog almost black blue (background around #030407 and exponential fog around #05070b), with very dim cool ambient/hemisphere lighting and a weak bluish moon directional light from above. Attach a narrow warm-white flashlight spotlight to the first-person camera, aimed forward, with a limited range, soft edge, and shadows. Use strong darkness, shadows, ACES-like filmic tonemapping, and a full-screen vignette that is transparent near the center but becomes heavily black toward the edges. The visible result should feel almost black except for the flashlight's small illuminated area. Add an enemy named Granny. Load or recreate an old female humanoid character in a muted grey-brown color, with a continuous flared grey gown shell over the body, and enable a looping walk animation. Granny starts around (-6,0,-5), initially facing into the house. She continuously patrols among these waypoints: approximately (-7,-5), (7,-5), (-7,5), (7,5), (0,0), (0,-6), and (0,6), selecting random targets and pausing/choosing a new target after roughly 2-6 seconds or on reaching one. Her patrol speed is slow, around 0.72 units/second. Implement Granny's detection and chase behavior precisely: calculate the horizontal distance to the player and whether the player is in front of Granny using her forward direction. If the player is within 7 units and within a forward dot-product visibility cone greater than about 0.35, switch to Chase, show the bottom status text "SOMETHING IS HUNTING YOU", and move directly toward the player at about 2.25 units/second while turning to face her movement direction. If she is chasing and the player gets farther than 10 units away, return to Patrol and restore the status text "EXPLORE THE HOUSE". If Granny comes within about 1.15 units of the player, end the active game. Create a minimal HUD over the 3D view. In the upper-left, show small serif uppercase text with letter spacing: "THE HOUSE OF GREY ASH" in dim grey. At the bottom center, show a small widely spaced grey status message, initially "EXPLORE THE HOUSE". Add the dark radial vignette overlay. On capture, cover the entire screen with a near-black dark-red/black panel and centered pale text with a red glow reading "SHE FOUND YOU", plus a smaller widely spaced instruction underneath: "tap to wake up". Make this capture panel interactive: tapping/clicking it clears the game-over state, removes the panel, resets the player to (0,0,5), resets Granny to (-6,0,-5), and resumes the patrol. Do not add weapons, inventory, score, health, puzzles, doors, collectibles, dialogue, or additional enemies; the implemented core loop is simply exploring the house while avoiding the patrolling line-of-sight enemy. Preserve the stark, cinematic, nearly-black visual presentation and the sparse HUD shown by the reference.