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Arcade › Island's Terror
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Nobody has said anything about Island's Terror yet. Play it, then tell highenough what you would add next.
Island's Terror was built by highenough 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 Island's Terror 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.
Recreate “Island’s Terror” as a dark first-person 3D survival-horror game set on a small isolated island at night and during gloomy day phases. Use a Three.js-style perspective FPS camera with mouse look, WASD movement, Shift to run, Space to jump, F to equip/swing the axe, and R to equip the pistol. The player is Officer Mara Vale, but the avatar is represented primarily by the first-person camera and weapon viewmodels: show an axe in the lower-right foreground by default and switch to a pistol when R is pressed; switching back to the axe happens with F. Attacks should produce brief center-screen narrative messages such as “The axe bites into the dark.” or “One round. One chance.”, but preserve the simple mechanics shown: there is no visible health/ammo system and the attacks do not need to visibly damage enemies. Build a roughly circular island clearing, about 60 units across, raised above dark blue-black water. Make the ground muted deep green and heavily fogged, with very dark cinematic lighting, blue-gray moonlight, warm orange campfire light, and a subtle red light toward the back of the island. Scatter many silhouetted low-poly trees around the island perimeter and interior, with brown trunks and nearly black-green conical crowns, plus scattered gray rocks. Put the player’s campfire near the center/front of the starting area, made from crossed logs, an orange emissive flame, and a broad dark ash/safe-zone disk. The fire should flicker and illuminate nearby ground; remaining close to it slows fire depletion and hostile creatures should avoid entering its safe radius. Dress the rear portion of the island as a haunted cemetery and cult area: include a dark crypt at the far back, decorated and plain coffins, a cemetery bench, candles, bones, and a gravestone. Also scatter a few ominous set pieces in the clearing, including two lost blaster-like objects, a dry cactus, large monstera plants/leaves, and a small farm shed. Keep the setting sparse, obscured by exponential fog, and unsettling rather than brightly readable. Use low-poly stylized assets with realistic shadowing and an almost black, blue-green, brown, and ember-orange palette. Populate the island with threats and ambient creatures. Place three animated humanoid zombie/monster figures near the rear cemetery; they idle in daytime and, at night, animate/run toward the player when within roughly 25 units, unless they are near the campfire. Add four simple hooded cultist silhouettes at the rear/side areas, each with a dark body and hood and two small glowing red eyes; they slowly approach the player when close enough and outside the fire’s safe zone, while lingering around the fire if repelled. Add three simple dark wolves that approach the player when within about 13 units, and two neutral-looking blocky brown cows roaming/standing around the island. The creatures should be threatening atmospheric silhouettes, not detailed gore. Implement a continuous day/night cycle lasting about 55 seconds per full cycle. The HUD should label the current phase as DAY or NIGHT, show “NIGHT 1/99” initially, and increment the night counter over time up to 99. During darkness, reduce visibility with stronger fog, increase the warm/red threat lighting, and make the monsters active; during daylight, use brighter cool gray-blue ambient lighting and calmer enemy behavior. The player’s fire resource starts at 100%, gradually decreases faster away from the campfire and slowly while inside its safe area, and can reach zero; when it dies, display the message “The fire is dead. Something is standing behind you.” Keep the fire’s percentage visible and color it as a warning when low. Create an opening overlay covering the game with a nearly black translucent radial background and centered bordered card. It must show the title “ISLAND’S TERROR” in large spaced uppercase serif lettering, the story text: “You are Officer Mara Vale. Your boat is gone, the island is watching, and a cult has marked your camp.”, followed by “Survive 99 nights.” and “Keep the fire alive. Find the radio parts. Do not follow the voices.” Include an “ENTER THE ISLAND” button. Before it is clicked, gameplay should not start; after clicking, hide the card, begin the simulation, request mouse pointer lock, and show a brief message like “The island has counted you.” Once active, keep a minimal fixed HUD over the 3D view. Put “ISLAND’S TERROR” at the upper-left in large muted serif text. Put upper-right monospace status text with the phase and night count, for example “NIGHT 1/99”, “FIRE 100%”, and “WEAPON AXE” (or PISTOL). Put a semi-transparent dark objectives panel at bottom-left with a red vertical accent and these exact objectives/counters: “OBJECTIVES”, “□ Find 2 radio parts (0/2)”, “□ Destroy 3 whisper totems (0/3)”, and “□ Keep the camp fire alive”. Mark the first two complete with green strikethrough when their counters reach 2/2 and 3/3, and warn when the fire reaches zero. Preserve the game’s simple abstract progression behavior: over time, occasionally increase the radio-part counter until 2 and the whisper-totem counter until 3, showing centered narrative notifications such as “You found a radio component beneath the wet leaves.” and “A whisper totem cracks somewhere in the trees.” There does not need to be a separate inventory or pickup interface. Occasionally show escalating night messages, including “Night 10. The cult is closer.” Use serif typography for the title and story, monospace for the status/objectives, subtle text shadows, dark translucent panels, warm brown/orange button accents, soft shadows, ACES-like cinematic tone mapping, and a restrained horror presentation. The core experience is exploring the foggy island from the campfire, watching the day/night cycle, maintaining the fire, and surviving the approaching silhouettes for the displayed 99-night objective.