Arcade › Hisaab Baaki
Click the game above and it runs right here in your browser. No download, no installer, no account needed. NIKHIL KUMAR OBHAWANI built it with Cinevva, so it works on a phone or a tablet too.
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Hisaab Baaki was built by NIKHIL KUMAR OBHAWANI 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 Hisaab Baaki 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 short first-person 3D revenge-thriller vertical slice titled "Hisaab Baaki". Start on a nearly black cinematic title screen with a subtle blue-gray radial glow: large centered uppercase text "HISAAB BAAKI", a subtitle reading "A short first-person revenge thriller prototype.", a controls line "WASD move · mouse look · left click attack · E interact · Shift sprint · Esc pause", and a bordered centered button labeled "ENTER THE FACILITY". Clicking it starts the game, hides the title screen, captures the mouse for FPS look, and begins a roughly 60-second scripted sequence. Use a first-person camera at about eye height in a compact enclosed industrial facility. The environment is a long, narrow wet-concrete/metal corridor approximately 13 units wide and 32 units long, with dark blue-black walls, a low ceiling, a reflective dark floor, overhead cross-beams, exposed pipes along the right side, scattered debris, and a distant cabinet/door at the far end. Build a glass-front cabinet or door near the end of the route with an emergency-red light above it. Lighting should be sparse and atmospheric: very dark blue ambient and fog, cool blue light toward the far door, a warm orange practical light/pool on the ceiling, strong vignette, and soft shadows. The visual style is restrained, realistic low-poly/asset-pack industrial horror: desaturated navy-gray metal, black shadows, small warm orange and red accents, and cinematic fog. Add a tiny pale glowing crosshair at screen center. The player moves with WASD, looks with the mouse, can sprint with Shift, jumps as supported by the FPS controller, attacks with left click, interacts with E, and pauses/resumes with Escape. Begin equipped with a knife held visibly in the lower-right foreground. Also load an axe model but keep it hidden until the scripted pickup. The attack is a short-range forward-facing melee hit: on left click, find the nearest visible living enemy within roughly 2.3 units and within the camera's forward cone, kill it instantly, play a brief impact camera shake, and emit a small burst of dark-red blood particles that arc and fade. Give attacks about a 0.55-second cooldown. There is no player health or damage system shown; enemies approach but do not visibly hurt the player. Populate the corridor with ten humanoid enemy characters using simple casual male animated character models. They should initially be hidden and become visible in waves at fixed times. Visible enemies run/walk toward the player when appropriate, with basic idle/run/death animations and dark industrial lighting. Script the following exact progression from game start: during the first five seconds, show subtitles in Romanized Hindi, first "Unhone mujhse sab kuch cheen liya." and then "Ab meri baari hai." At about 5 seconds reveal enemy 1 near the player; at 10 seconds reveal enemy 2; at 15 seconds reveal enemy 3. At 21 seconds reveal enemy 4 and remove the knife, changing the HUD to "WEAPON: UNARMED · FIND COVER". At 27 seconds, trigger a roughly 1.4-second cinematic camera move toward the corridor and automatically kill enemy 4 with a knife-throw-style set piece. At 29 seconds reveal enemy 5, and at 33 seconds trigger a roughly 1.1-second cinematic move toward the glass cabinet and automatically kill enemy 5 with a glass-throw-style set piece. At about 35 seconds make the axe available/equipped, hide any knife, and show the subtitle "THE AXE IS STILL WARM"; pressing E should also perform this axe pickup/equip once the player is unarmed and past this point. Then reveal enemies 6 through 9 together. At 45 seconds automatically kill any of enemies 6-9 still alive and reveal enemy 10. Enemy 10 advances slowly from the far end after about 47 seconds. At 51 seconds play an approximately 1.8-second flashback camera beat looking toward the final group, and at 54 seconds begin a dark final fade/cinematic; shortly afterward show the subtitle "Abhi hisaab baaki hai." Keep the scene playable during ordinary sections, with the scripted cinematic beats temporarily controlling the camera. Include a minimal fixed HUD over the game: top-left small uppercase label "HISAAB BAAKI // VERTICAL SLICE" in muted blue-gray; bottom-left status text showing the current weapon, blood count, and elapsed time in the format "WEAPON: KNIFE · BLOOD: 0 · TIME: 0.0s" (blood rises to a maximum of 3 when enemies are killed); center crosshair; a dark radial vignette; centered lower-screen subtitles that fade in/out; and a full-screen black fade used at startup and the ending. During Escape pause, show a translucent black overlay with a small bordered panel reading "Paused" and "Press Esc to return". Keep the experience as a linear atmospheric prototype rather than adding menus, scoring, firearms, inventory systems, enemy attacks, or other mechanics not described above.