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Arcade › Kid Eyes
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Matthew Flowers built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Kid Eyes yet. Play it, then tell Matthew Flowers what you would add next.
Kid Eyes was built by Matthew Flowers 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 Kid Eyes 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 playable first-person 3D horror-survival game titled “Kid Eyes,” set inside a compact dark house at night. Use a Three.js-like 3D scene with a perspective camera at human eye height, dark near-black background/fog, weak cool moonlight, dim warm room lights, strong shadows, and a handheld flashlight cone. The house is a connected layout of six areas: Foyer at the front, Living Room to the left, Kitchen to the right, a central Hall extending backward, Bedroom back-left, and Bathroom back-right. Build simple box-model architecture with brown wood floors, dark mauve/charcoal walls, ceilings, door openings/doorway trim, a front door, dark windows, weak point lights, and collision walls that keep the player inside. Add sparse recognizable furniture props: bookcases and a TV cabinet in the living room, a mirror in the bathroom, a rug in the foyer, and open doorway pieces. Use a low-detail, moody horror aesthetic rather than photorealism. The player starts in the Foyer at approximately eye height, looking toward the house, and can freely explore the connected rooms. Movement is first-person and camera-relative: WASD or arrow keys move, with collision against walls; mouse/touch dragging turns the camera horizontally and vertically. Support mobile controls with a draggable left MOVE joystick (up moves forward in the viewing direction, down backs up) and right-side LOOK up/down/left/right buttons. Include a small center reticle. Play wood footstep sounds only when actual movement succeeds, with varied clips/pitch. The central goal is to survive five short timed days. Begin with a title screen reading “KID EYES,” explaining that the first two days are quiet and days 3–5 are dangerous, with a “Start Day 1” button. Before each day show a centered dark dialog with the day number, narrative text, and an “Enter the house” button. Each day lasts roughly 42–72 seconds depending on day and advances at morning; after surviving day 5 show a “You Survived” day screen and the message that Kid Eyes faded and the Monkey Doll stopped moving. Days 1 and 2 are tutorial/quiet days with no Kid Eyes threat; days 3–5 activate the threats. If fear reaches 100, pause and show a Game Over dialog stating that fear reached 100 and Kid Eyes found the player in the dark, with a Restart Day button. Display a top HUD over the game with badges for “Day 1 / 5” through “Day 5 / 5,” current room name, and a countdown like “XXs until morning.” Include a Fear horizontal bar that transitions green to yellow to red, and a Flashlight battery bar. Fear starts at zero each day and is clamped from 0 to 100. Include a flashlight toggle button (and F key); it starts on, drains while on, slowly recharges while off, and automatically turns off when empty. The flashlight should visibly control the cone of warm illumination. On desktop place the flashlight control at lower right; on mobile retain it as a touch button. Show contextual messages such as “Quiet night. Explore the house,” “The house is watching,” “Look back,” and doll-check feedback in a small centered message box near the bottom. Add the Monkey Doll as a visible animated low-poly monkey asset. It initially sits in one of five fixed spots: Living Room, Kitchen, Bedroom, Bathroom, or Foyer, and relocates among these rooms on a timer that gets faster on later days. When the player is within close range, show a “Check Doll / Open” interaction button; pressing E, tapping that button, or equivalent interaction reduces fear by 22 and immediately relocates the doll, with a message that it moved somewhere else. On days 3–5, if the player is very close to the Monkey Doll and is not looking directly at it, fear rises; after a cooldown it can trigger a Monkey Doll jumpscare and add more fear. The doll may relocate after the scare, especially on the final day. Add the Kid Eyes enemy only on days 3–5. It is a floating, shadowy child-head shape: a dark translucent oval head with two bright cream-white glowing eyes, black pupils, and a small warm glow. It appears at random fixed locations in the Hall, Living Room, Kitchen, Bedroom, or Foyer, faces the player, and watches from its location. If it is visible and within threat range while the player is not looking directly at it, fear continuously rises, faster when closer. If it approaches very closely while ignored, trigger a Kid Eyes jumpscare and add a fear burst. The counterplay is to aim the center reticle directly at Kid Eyes: while stared at, it becomes stunned, fear drains rapidly, and after roughly a second it fades away with a message such as “Kid Eyes stopped watching.” Jumpscares on days 3–5 should be short and unmistakable: flash the screen with a bright white/red radial overlay, shake the rendered view, show a full-screen dark circular scare face with glowing pale eyes and a mouth, and label it “KID EYES” or “MONKEY DOLL.” Give the monkey version a brown monkey-like color treatment. Play a brief synthetic scare sting, and vibrate on supported mobile devices. Keep the scare overlay brief before returning to play. Use smooth HUD updates and dark red/black translucent overlays consistent with the attached visual style: sparse UI, high-contrast white text, beige buttons, black panels, and a nearly black 3D scene. Expose optional live state hooks equivalent to window.getGameState() and window.setGameState(patch), reporting/allowing day, paused/alive state, player position/orientation/room, fear, flashlight state and battery, timer, jumpscare state, Monkey Doll position/room, and Kid Eyes visibility/location/stun progress.