Arcade › Haveli: Raat 3 Baje
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Haveli: Raat 3 Baje was built by Mrigank Singhal 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 Haveli: Raat 3 Baje 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.
Rebuild a first-person 3D horror exploration game titled “Haveli: Raat 3 Baje.” Use Three.js-style low-poly assets and a dark, atmospheric Indian haveli during a violent nighttime storm. The player is an invisible first-person character beginning around the center of the building at approximately 23:47–23:46, holding a visible simple flashlight/arm model. Render a 72-degree first-person camera with pointer lock, a small circular white crosshair at screen center, heavy brown-black exponential fog, dim ambient lighting, occasional lightning flashes, and animated rain particles outside/through the open areas. Use subdued earthy materials: dark wood, brown stone/plaster, charcoal shadows, and warm muted gold UI accents. Include rain, low thunder, footsteps, whispers, radio static, and occasional subtitle text for atmosphere. Build the haveli as an explorable connected floor plan on roughly a 42 by 28 ground plane. It has a central/main hall, an open front courtyard/entrance with five square pillars, left and right side rooms, two bedrooms toward the back with single beds, a kitchen on the left, a prayer room/altar area on the right with candles, a rear hallway/stair/upper-floor platform, partial ceiling, outer walls, and a locked basement door at the back around z=-13.5. Add simple furniture such as a table and chair, lantern/candle props, a bookcase, a wall photo, a wall clock, and a radio. Doors include the main entrance, bedroom door, kitchen door, and basement door; ordinary doors open and close when targeted, while the basement requires the key. The core goal is to explore, investigate, collect clues, find a key, and escape or discover the truth before the supernatural entity catches the player. Use keyboard/mouse FPS controls: WASD movement, mouse look after clicking the canvas for pointer lock, sprint, jump, and crouch through the FPS control system; E interacts with objects/doors, F toggles the flashlight, I toggles the found-clues inventory, Escape pauses, and C is the crouch key handled by the controls. Support the runtime’s touch/mobile controls if available. Raycast from the center crosshair for interaction within roughly 3.2 units, and show a contextual interaction prompt when appropriate. The flashlight starts on with 100% battery and a warm spotlight beam. It drains while on at about 3.5 units per second, flickers when low, dies below 8%, and can be restored by automatically collecting any of three lantern-like battery pickups placed around the haveli; each restores about 32 battery. Pressing F can turn it off to conserve power. Keep the environment mostly unlit apart from the flashlight, dim ambient/directional light, candles, fog, and storm lightning. Place these exact investigation interactions: a bookcase/diary near the left hall gives the clue “Old Diary Page: She waits for her husband who never returned.” A nearby framed photo gives “Faded Photograph — Raat 3 Baje — the hour she was betrayed.” A wall clock gives “Clock inscription: Raat 3 Baje — the hour she was betrayed.” The clock visually points/sticks at 3:00. A drawer in the right side of the hall contains an old iron key; interacting with it grants the key and reveals a small key model. A radio produces static and the voice “leave before 3...” and thunder. Each clue can only be collected once, increments a clues-found counter, and adds a readable entry to a FOUND inventory panel. The initial objective is “The storm trapped you here. Explore. Stay together.” After the first clue, change it to “Find more clues. The storm is getting worse.” Advance the in-game clock gradually from about 23:47 toward 3:00, displaying it at the top left in a monospace gold digital format. At 3:00, trigger the major scare: display “It is 3:00 AM...”, intensify the thunder and flashlight, thicken the fog, and spawn a flying ghost entity near the player. The ghost should use a low-poly animated ghost model, approach the player unpredictably, move faster when close, face the player, sometimes retreat or shift position, create footsteps/whispers, and cause nearby flashlight flickering. Change the objective to “RUN. Or hide.” If the ghost reaches within about 2.2 units, show “She found you...” and then a dark failure overlay labeled “3:17 AM” with “You were dragged into the darkness.” Provide a “Return to Checkpoint” button. Maintain checkpoints before the entity becomes active, restoring player position, time, battery, flashlight, and the non-active entity state. Implement multiple endings exactly around the existing rules. If the player has at least two clues and interacts with the main entrance, the entrance opens and the player escapes: with exactly two clues show a NORMAL ENDING and the message “You escaped the haveli as dawn broke. But something followed you home.” If the player has found all three clues and goes down to the back/basement area (player z below about -11), show a SECRET ENDING with “You discovered the truth: the bride still waits. The curse is yours now.” If all three clues are found and the player opens/reaches the main entrance escape, show the stronger TRUE ENDING with “You learned everything. The haveli is quiet once more... for now.” The basement door initially says “Locked. You need a key.” With the key it opens, updates the objective to “Go down. Discover the truth.” and begins the normal-ending path after a delay if no other ending occurs. Ordinary doors give feedback such as “Door opens slowly...” or “Door closes...”; the locked door says “It is locked tight.” HUD: keep the nearly black screen readable but minimal. At top left show the clock; at top right show a 140x22 purple gradient battery bar; at upper right below it show a dark translucent bordered objective panel; center show the small circular crosshair; near the lower center show temporary subtitles such as “The locals warned you...”, clue discoveries, friend voice lines, and scare messages. Hide the FOUND inventory panel until at least one clue exists, then show it at upper left beneath the clock with a dark brown translucent background and gold border, listing clues. Include Escape pause overlay with the title, the text “The storm rages outside. Something stirs inside.”, Resume, and Restart from Checkpoint buttons. Keep the presentation sparse, tense, low-poly, foggy, storm-lit, and grounded in a slow investigation punctuated by the timed 3 AM ghost chase.