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Kitsune Omen

  • 3d
  • narrative
  • horror
  • choice-based
  • interactive-fiction
  • atmospheric
0
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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. Kids Account built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Kitsune Omen was built by Kids Account 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 Kitsune Omen 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 Kitsune Omen

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 short, choice-driven 3D narrative horror game titled “Kitsune Omen.” It is a one-room story set in a dark candlelit mask-maker’s workshop during rain and nighttime. Use a browser-friendly Three.js-style 3D scene with a fixed third-person cinematic camera that smoothly transitions between several viewpoints rather than allowing free movement. The workshop should be low-poly and heavily shadowed: a dark wooden floor and walls, a red rectangular rug, a central wooden workbench, a side desk and chair, a small Halloween-style shrine with candles in the back corner, and a black doorway on the right. Through/on the back wall, show a dark window with a red blood moon and red moonlight. Use warm flickering candle/workshop lighting against deep purple-black ambient shadows, fog, and subtle horror atmosphere. The main focal object is a white fox/kitsune mask on a small wooden bust/stand atop the central workbench. Model it with a flattened pale face, pointed ears, narrow black eye slits, and a dark nose. The mask should gently rotate/sway in place. Red facial markings and red hanging cord ties are initially hidden and become visible as the player completes the craft steps. At the doorway, show Bethany Yensten as a short teenage silhouette in a dark/damp school-uniform-like shape, with dark hair and two small glowing red eyes; she subtly shifts/bobs and her eyes pulse. After the mask is handed over, move her toward/near the doorway and eventually hide her when the story reaches the next-day ending. Include a newspaper prop on the workbench for the endings, rendered as a readable paper texture with the masthead “THE HOLLOW OBSERVER.”

Overlay the 3D scene with a dark translucent, blurred narrative HUD. At the top, show the uppercase title “KITSUNE OMEN” and the subtitle “A one-room horror story about a custom fox mask, a missed warning, and the next morning’s headline.” In the center/lower portion, show a large rounded dialogue panel with serif Georgia-like typography and pale text. Beneath it, show small pill-shaped status chips such as “Day 1,” “Request heard,” “Order slip checked,” “Bethany identified,” “Base carved,” “Markings painted,” “Ties added,” “Mask delivered,” and “Warning sent,” adding them as milestones are achieved. Show action choices as large dark red gradient rounded buttons with pale text and a small numeric shortcut label; arrange them in two columns on desktop and one column on narrow screens. Include the hint “Tap a choice — desktop keys 1-6 also work.” Buttons should visibly dim when unavailable.

The story begins on Day 1 at the arrival step. Dialogue: “Rain taps at the window of your workshop. Near closing time, a short teenager in a damp school uniform steps into the doorway and asks for a white kitsune mask with narrow eyes, sharp red markings, and cord ties strong enough not to slip.” Give two choices: “Listen to her request” (1) and “Inspect the order slip” (2). Listening changes to the request-heard state and shifts the camera toward the customer. Inspecting the order slip records that milestone; it does not need a separate visible item or minigame. In the request-heard state, show either “Ask her name” (1), “Inspect the order slip” (2), and “Start carving the mask” (3), disabling already-completed options. Asking her name records Bethany Yensten and changes the dialogue to: “She says her name is Bethany Yensten. She does not smile when you repeat it. ‘Tomorrow matters,’ she says, staring at the unfinished mask on your stand.” Without asking, use: “The girl waits in the doorway, still as a mannequin. There is mud on her shoes, rain on her sleeves, and a tremor in her voice when she says, ‘I need it by morning.’”

Once crafting starts, use a close camera on the mask and expose a sequential crafting process with clearly gated choices: “Carve the base” (1), “Paint the red markings” (2), “Add the hanging ties” (3), “Look at the customer” (4), and “Hand over the mask” (5). Painting is disabled until carving is complete; adding ties is disabled until painting is complete; handing over is disabled until all three craft steps are complete. Crafting dialogue should reflect the current stage: before carving, “You set the blank mask on the stand. The wood feels colder than it should. Every shaving that falls sounds too loud in the room.” After carving, “The fox face is shaped now. Only the red markings remain — the kind often painted for festivals, or for something trying to imitate one.” After painting, “The lacquered red strokes dry quickly in the candle heat. All that is left is the cord, the part that keeps the mask from falling away.” After tying, “The kitsune mask is finished. Bethany watches from the doorway without blinking. Up close, the request feels less like a costume and more like a decision.” On carving, reveal the completed pale base; on painting, reveal three opaque red markings (left, right, and forehead); on tying, reveal red hanging ties on both sides. “Look at the customer” shifts the camera to her red-eyed doorway silhouette.

After all craft steps, “Hand over the mask” changes to the after-handover state and shifts the camera toward the door. Dialogue: “She slips the finished mask into her bag and whispers, ‘Thank you for not asking why.’ The shop goes quiet. You can sleep — or do something about the dread crawling up your spine.” Provide exactly two choices: “Call the school about your concern” (1) and “Sleep and tell yourself it is nothing” (2). The call option changes to Day 2, the prevented ending, and the newspaper camera. Dialogue: “At dawn your phone is full of alerts. The school went into lockdown after an anonymous warning and a search turned up a knife in a bathroom trash can. Bethany Yensten is missing. No students were killed. You do not feel relieved so much as lucky.” Show a newspaper headline: “Anonymous warning helps stop attack before classes begin,” with body text explaining that a late-night phone call led to a lockdown and prevented a weapon from reaching the halls; Bethany is still being sought. Add a “Warning sent” status chip and a “Read the morning alert again” (1) plus “Play again” (2) choice.

The sleep option changes to Day 2, the tragedy ending, with a mild camera shake and the newspaper in close view. Dialogue: “The morning paper trembles in your hands. A stabbing incident at the school. One photo shows a face you know — Bethany Yensten, the same girl who stood in your doorway asking for a fox mask. The article says several students were hurt before staff stopped her. You keep seeing the moment you almost made the call.” Show a newspaper headline: “School stabbing leaves town stunned,” with body text saying witnesses saw the attacker wearing a fox mask and Bethany Yensten was identified from school records. Add choices “Read the article again” (1) and “Play again” (2). Both endings should support replaying the complete story. Add a soft UI click for each action, a quiet low synth-like drone after the first interaction, and a stronger pulse for the tragedy ending. Support touch/click buttons, desktop number keys 1–6 for the visible choice positions, and R to restart. Use gentle mouse-parallax camera sway, smooth eased camera transitions, flickering candle and workshop lights, slight mask motion, and subtle customer-eye animation, while keeping the experience a compact, readable interactive horror vignette rather than an action game.

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