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Hide & Seek

  • 3d
  • third-person
  • hide-and-seek
  • arcade
  • exploration
  • low-poly
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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. Aniket Sonule built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hide & Seek yet. Play it, then tell Aniket Sonule what you would add next.

Make your own game

Hide & Seek was built by Aniket Sonule 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 Hide & Seek 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 Hide & Seek

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 third-person 3D hide-and-seek game titled “Hide & Seek” in a colorful low-poly park. The player controls a stylized avatar (a carrot-themed kid model) starting at the center of a roughly 60 by 60 green grass field. Place three stationary hider characters around the map: a cactus boy near (-11, 10), a dino kid near (12, 8), and an egg boy near (-9, -12). The goal is to walk close to each hider and tag them; automatically count a hider as found when the player comes within approximately 4.2 world units, then hide that hider and increment the counter. There is no attack mechanic, inventory, health, enemy AI, or moving hiders.

Use a third-person perspective camera following the player, with mouse-controlled looking and keyboard movement. Support WASD and arrow keys for movement; use the existing third-person control feel with approximately 8.5 movement speed, jumping at about 9, and gravity around -22. The park should include the visible environmental cover and decoration from the implementation: five trees around the perimeter/field, numerous bushes concentrated in groups, four rocks, and four wooden crates. Use positions comparable to the source: trees at (-14,11), (13,-9), (-8,-14), (16,14), and (-18,-3); bushes around (-11,9), (-13,8), (-9,11), (11,7), (14,6), (10,10), (-10,-11), (-7,-13), (8,-12), (3,13), (-16,2), and (15,-15); rocks around (-6,14), (7,-5), (-15,-8), and (18,2); crates around (-4,6), (5,9), (-12,-6), and (9,-8). Randomize prop rotations and modest bush scale variation as in the original.

Render the environment with a green plane, a few lighter green square grass patches, directional sunlight, hemisphere lighting, shadows, and blue atmospheric fog that makes distant areas fade. Use stylized low-poly GLB-like character and nature assets: carrot kid for the player, cactus boy/dino kid/egg boy for hiders, trees, bushes, rocks, and crates. Keep the player and props casting and receiving shadows. The scene should feel like an open park rather than a maze, with bushes and objects acting as visual hiding spots but without coded collision requirements beyond the movement system.

Add a fixed HTML HUD over the game. At the top left show “Time: 1:30” initially and count down from 90 seconds in minutes and zero-padded seconds. At the top right show “Found: 0 / 3,” updating as hiders are tagged. Use white text with a subtle shadow and semi-transparent black rounded rectangular backgrounds. At the bottom center show the instruction text: “WASD / Arrows to move • Mouse to look • Get close to tag hiders!” When all three hiders are found before time expires, stop controls and show a centered dark translucent rounded panel reading “You found all 3 hiders!\nGreat job!” with a green “Play Again” button. If the timer reaches zero first, stop controls and show “Time’s up!\nYou found X / 3” with the same button. The Play Again button reloads/restarts the game. Hide the bottom instructions when the end-game panel appears. Use a full-window canvas, no scrolling, and a black page background behind the render.

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