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Graveshift

  • 3d
  • first-person
  • horror
  • survival
  • collectathon
  • low-poly
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. [T.B.E.N] built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Graveshift yet. Play it, then tell [T.B.E.N] what you would add next.

Make your own game

Graveshift was built by [T.B.E.N] 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 Graveshift 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 Graveshift

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 first-person 3D horror survival-collection game titled “Graveshift,” set in a very dark, foggy low-poly cemetery at night. Use a Three.js-style first-person camera with mouse look after clicking the game, WASD movement, and Shift to run. The player begins near the cemetery entrance at the south end, facing north toward a central stone path; keep the player inside a roughly 35-by-35 playable graveyard bounded by a perimeter fence. The visual style should be stylized low-poly Halloween assets: dark green-black ground, brown dirt, scattered irregular flat stone path pieces, crooked grave markers and destroyed graves in rows, dead trees around the perimeter, bones, ribcages, skulls, pumpkins, blood pools and blood smears. Place a large crypt at the far north end around the end of the path, an entrance arch/gate behind the player, and four wooden lantern posts spaced along the path. Lanterns cast small warm orange pools of light, while the player has a bright but limited-feeling warm flashlight cone that follows the camera. Light the scene primarily with dim blue moonlight, subtle cool ambient fill, warm lantern illumination, heavy near-black fog, and a black-blue background; visibility should fall off dramatically in the distance.

The objective is to collect six floating souls scattered throughout the cemetery. Represent each as a small glowing cyan-blue orb hovering around head height, bobbing gently and rotating. Use these six approximate placements: far left/south-west area (-12, 9), right side (12, 6), far left/north-west (-13, -6), far right/north-east (13, -10), directly near the crypt (0, -15.5), and left of the path (-6, 1). When the player comes within about 1.3 units of an orb, hide it, increment the counter, and play a heavy bell pickup sound. Display a fixed centered top HUD reading “Souls: 0 / 6,” updating through “Souls: 6 / 6.” Once all six are collected, stop gameplay and show a dark centered end overlay titled “THE CURSE LIFTS,” with text explaining that six souls were freed and the fog lets the player go, plus a “Try again” button.

Add one animated sword-wielding skeleton warrior enemy initially near the crypt. It wanders around the cemetery between random targets when farther than 9 units from the player, walking at about 1.1 units per second. Within 9 units it hunts the player, runs toward them, and becomes faster as souls are collected (roughly 1.6 + 0.35 per soul, capped at 3.6). If it gets within about 1.1 units, end the game immediately: show a full-screen dark red blood overlay, add a blood pool beneath the player, play a heavy impact/death bell, and present a centered overlay titled “TORN APART” with text stating that the blade opened the player up and giving the number of souls freed, plus a “Try again” button. While the skeleton is near, show a translucent red radial danger vignette whose opacity increases as it approaches. Include subtle camera shake on death.

At initial load, show a full-screen nearly opaque black start panel over the scene with the title “GRAVESHIFT,” the story text: “The cemetery gates locked behind you. Six lost souls drift among the graves — gather them all to break the curse. Something with a sword is walking the fog. Don't let it reach you.” and an “Enter” button. Starting should hide the panel, enable movement and enemy behavior, and begin the looping eerie background music. The bottom center should show the small hint “Click to look · WASD to move · Shift to run” on non-touch devices. Use serif/Georgia-like cream text, restrained brown-gold UI borders, a somber cinematic atmosphere, soft shadows, and no weapons or attacks for the player: survival depends on movement, flashlight visibility, and collecting all souls before the skeleton reaches them.

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