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Granny House 2

  • 3d
  • first-person
  • horror
  • stealth
  • escape
  • survival
  • mobile-friendly
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About Granny House 2

Sneak through a dark 3D house, collect the brass key, tool, and door code, then unlock the front door before Granny hears you. Run, crouch, jump, and use objects carefully as her patrol turns into a chase.

How to play

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

Discussion

Nobody has said anything about Granny House 2 yet. Play it, then tell Ramon Barrera what you would add next.

Make your own game

Granny House 2 was built by Ramon Barrera 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 2 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 House 2

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 playable 3D first-person horror escape game titled “Granny House 2.” The player wakes in a small, dark, rotten old house and must search the connected rooms, collect three required items, and escape through the front door before Granny catches them three times or the five-minute timer expires.

Use a first-person camera with mouse look/pointer lock on desktop and touch drag/button controls on mobile. The house is a compact square, grid-like floor plan approximately 11 by 9 floor tiles, enclosed by dark walls with several interior partitions and doorway gaps. Start the player in a bedroom at the back-left, beside a single bed and floor lamp. Include a study area on the left side with a table, chair, bookcase, and candle; a kitchen area on the right/back with a table, two chairs, and candle; a living/front-right area with a bookcase and lamp; and the front entrance centered on the front wall with a large front door and candle nearby. Use invisible collision bounds for the outer walls, interior walls, furniture obstruction if needed, and locked front door. The front door should visibly open/rotate away only after the requirements are satisfied.

Place the objectives at fixed locations matching the layout: a rotating brass key on the study table, an old axe/tool on the kitchen table, and a readable code interaction near the study bookcase, described as “Read code scratched behind books.” The code is four digits, specifically 1847. The front-door interaction should say “Unlock the front door” and indicate which of “key,” “axe,” and “code” are still needed, or “ready” when all are collected. The player faces an interaction prompt near the center-bottom of the screen and uses E, or the mobile E Use button, to interact. Picking up the key or axe hides its 3D model, adds it to inventory, plays a pickup cue, and creates noise. Reading the note/code adds the door code to inventory and displays “Door code found: 1847.” At the door, show specific messages if the brass key, axe, or code is missing; if all three are present, open the door and win.

The hostile Granny is an animated old female 3D character who starts in the front/right portion of the house and continuously patrols a fixed route through the rooms: front/right, center/right, back/right, back/left, front/left, then back around. Give her visible walking and running animation states. She normally patrols slowly, investigates the player’s most recent noisy location when alerted, and chases at higher speed when she is close enough to see/hear the player or when the noise level is high. She should collide with house walls while navigating. A catch occurs when she gets within roughly arm’s reach; briefly show a full-screen red/white radial “GRANNY” jumpscare and play a harsh procedural scare sound. The player loses one of three attempts, is reset to the bedroom, and Granny resets to her patrol start if attempts remain. On the third catch, show the loss panel. Granny should also react to running footsteps, jumping, and item handling noises, while crouching is quieter and makes detection harder.

Implement movement with WASD, mouse look, E interact, Shift crouch/quiet walk, and Space for a small jump. Normal movement is faster and noisier; crouch movement is slower and quiet. Jumping is small, loud, and can alert Granny. Add subtle first-person head bob while walking, a small carried warm light near the camera, dim moonlike ambient lighting, fog, and several warm orange candle point lights. The visual style should be low-poly/clean game-kit 3D assets in a gloomy horror presentation: dark nearly-black brown/blue environment, dim pools of candlelight, shadowed rooms, fog, and a restrained warm beige UI. Use a Kenney-style furniture kit for floor tiles, walls, doorway frames, front door, bed, tables, chairs, bookcases, lamps, candles, a platformer-style key, a Quaternius-style axe, and an animated old female character. Keep colliders invisible.

Create procedural WebAudio-style cues for footsteps, creaking during investigation/chase, item pickup chimes, jump noise feedback, and the catch scare. The five-minute countdown starts at 05:00. Maintain a HUD overlay: top-left shows “Attempts: 3” initially, “Time: 05:00,” and “Granny: PATROL” with the current state changing to INVESTIGATE or CHASE; top-right shows an Inventory checklist with Brass key, Old axe, and Door code, using empty boxes until acquired and check marks afterward; bottom-left shows a noise meter made from bars, or “Quiet crouch” while crouching. Keep a small crosshair centered on screen. Show contextual prompts such as “E — Pick up brass key,” “E — Take the old axe,” and the code/door prompts. Show temporary large centered messages such as “You wake up. Find the key, axe, and code.” and the noise/pickup feedback.

Before play, show a dark title screen overlay over a moving 3D preview of the house. The panel is aligned toward the left/center and has the large heading “GRANNY HOUSE 2,” the description “You wake on a bed inside a locked, rotten house. Find the brass key, the old axe, and the door code. Move quietly — Granny hears running, jumping, and item noise.”, a controls line “WASD move · Mouse look · E interact · Shift crouch / quiet walk · Space small jump,” and a beige/gold “Wake Up” button. Include the small instruction to click the game/start to lock the mouse and press Escape to release it. On starting, hide this overlay and lock the pointer. Support mobile with an on-screen directional movement pad, Quiet button, Turn left/right buttons, Jump, and E Use; also allow dragging the screen to look.

When the player escapes, stop gameplay and pointer lock and show a dark end panel with “YOU ESCAPED” and text explaining that the front door breaks open and the player runs into the cold night before Granny can catch them, plus a “Play Again” button. When time expires or attempts reach zero, show “GRANNY GOT YOU” with the appropriate failure explanation and a “Play Again” button. Do not add hiding places, randomized item locations, a keypad interface, extra rooms, weapons/combat, or additional objectives beyond what is described.

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