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Mannequin

  • 3d
  • first-person
  • horror
  • psychological-horror
  • exploration
  • survival
  • atmospheric
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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. Theodore Kistler STUDENT built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mannequin yet. Play it, then tell Theodore Kistler STUDENT what you would add next.

Make your own game

Mannequin was built by Theodore Kistler STUDENT 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 Mannequin 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 Mannequin

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 first-person 3D psychological-horror exploration game titled “Mannequin.” The player explores the dark, abandoned St. Agnes Hospital ward and must survive encounters with a supernatural nurse/mannequin-like ghost, then reach the red exit sign at the far end.

Camera and controls: use a first-person perspective with mouse drag/look and WASD or arrow-key movement, plus Space to jump. Support mobile with a virtual joystick for movement and drag-look. Place the player at the near end of a long ward, initially around the center of the corridor, facing down its length. Use a 72-degree perspective camera, dark atmospheric fog, and a strong black vignette around the screen.

Environment: build a long rectangular hospital ward approximately 18 units wide and 30 units long, with a gray floor, pale gray side walls, a very dark ceiling, ceiling panels, and repeating trim. Populate both sides with simple low-poly hospital beds, pillows, and translucent blue-gray privacy curtains hanging from rails. Add a dark nurse station/desk on the right side toward the far end. Put a large red glowing exit sign on the far wall, with a small red arrow below it. The hospital should feel empty and closed for years: use sparse geometry, muted gray/blue colors, deep shadows, fog, and cinematic lighting. Light the scene with weak cool ambient/moonlight and a localized red light near the exit. Use simple low-poly or primitive-based assets and an eerie, restrained presentation.

Opening screen: before play, show a centered dark translucent panel with a thin pale border over the dim hospital background. Display the large spaced uppercase title “MANNEQUIN.” Below it, show: “St. Agnes Hospital has been closed for six years. Tonight, something inside is still making rounds.” Then the instruction: “When the monster sees you, become a mannequin. Stop moving. Don't look away. Survive the rounds and find the exit.” Include an “ENTER THE HOSPITAL” button. Beneath it, show the controls text: “WASD / arrows to move · mouse to look · Space to jump” and “Mobile joystick and drag-look are supported.”

Core enemy mechanic: load or create a hovering/ghostly low-poly nurse-like humanoid called the night nurse/mannequin. It begins hidden. After an initial cooldown of about four seconds, spawn it in the ward ahead of the player, around either side of the corridor, and have it face and slowly pursue the player. When it gets within roughly 5.2 units, begin a danger round: make the enemy visible and show a top-center status banner reading “DON’T MOVE,” with a subtle red alarm border/tint around the screen. For approximately 3.4 seconds the player must remain completely still; any movement input/action ends the game with the title “The mannequin moved.” and the explanation “The thing in the hospital only moves when you do.” If the enemy comes within about 2.15 units during this warning period, end the game with “It saw you breathe.” and “The face under the nurse cap was not human.” If the player remains still and the timer expires, hide the enemy, clear the alarm, count the round as survived, and give a brief hint such as “Round 1 survived. Reach the red exit sign.” After each survived round, wait about 5.5 seconds before the next appearance; make subsequent rounds feel closer by spawning the enemy at varying positions farther down the ward. The enemy should visibly orient toward the player and use an idle/ghost animation if available.

Progress and objective: track survived rounds internally and update the bottom-center hint. After three successful rounds, the hint should say that the exit is open and direct the player to the red sign at the end of the ward. The actual escape trigger is reaching the far end: when the player is beyond approximately z=-12.7 and within about 2.2 units of the corridor center, end successfully with the title “You found the exit.” and the text “The red sign flickered behind you. Something followed.” Do not add combat, weapons, inventory, collectibles, or other enemies. The player cannot fight the mannequin; survival depends on stopping movement and reaching the exit.

HUD and visual presentation: use an unobtrusive top-center “DON’T MOVE” warning that fades in only during an active enemy warning, a subtle translucent red screen-edge alarm while active, and a small gray bottom-center instructional/status hint. Keep the color palette nearly black, charcoal, desaturated hospital gray, cool blue-gray, off-white typography, and ominous deep red only for the exit and alert. Use serif typography, uppercase letter spacing, thin borders, translucent dark panels, and a cinematic radial vignette. On failure or success, show a centered dark overlay card with the result title, explanatory text, and a “TRY AGAIN” button that resets the player and encounter state. Render the game as a browser-based Three.js-style WebGL experience with shadows, fog, ACES-like filmic tone mapping, and responsive resizing.

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