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Masked Hunt

  • 3d
  • first-person
  • horror
  • stealth
  • arcade
  • survival
  • camp
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. aedan.white built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Masked Hunt yet. Play it, then tell aedan.white what you would add next.

Make your own game

Masked Hunt was built by aedan.white 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 Masked Hunt 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 Masked Hunt

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 browser-based first-person 3D horror hunting game titled “Masked Hunt.” Use a dark, readable nighttime camp rendered in a low-poly Three.js-like style: nearly black-blue background and ground, thick blue-gray fog that hides distant details, sparse tall conical evergreen trees around the outer camp, a central campfire with orange emissive flames, flickering warm light, and shadows. Place five simple dark cabins around the clearing (approximately at (-18,10), (-8,-16), (16,-12), (20,14), and (0,22)); each cabin has black/dark walls and roof, a doorway on one side with a hinged door, a warm glowing window and warm interior point light. Cabins must be enterable: the player can walk through an open doorway into the dim, warm-lit interior, and doors are solid obstacles while closed. Show a first-person view from about head height, with a pale blue flashlight/spotlight cone illuminating the direction of the camera and a small fill light close to the player. Include a small rectangular metallic machete blade visible at the lower-right of the view that performs a quick swipe animation when attacking. Keep the crosshair fixed at screen center as a thin white plus sign for aiming.

The player is an original masked slasher, not a named or copyrighted character. The body and pale mask can exist as hidden first-person geometry, but the visible gameplay should primarily be the flashlight, machete, and world. Start the player near (-10,0,8). Use mouse movement with pointer lock for first-person look and pitch, WASD for forward/back/strafe movement relative to facing, Up/Down arrows for forward/back, Left/Right arrows to turn, Shift to sprint, Space to slash, and E to open or close the nearest door in front of the player. Clicking or pressing a key starts the game and enables audio; clicking the canvas should request pointer lock.

Spawn exactly eight human-like low-poly campers at varied random positions in the camp. Build each as a readable primitive character with hips, a colored shirt/torso, dark pants, skin-colored head and hands, hair cap, tiny eyes, arms and legs, and a simple swinging walk animation. Campers wander between points of interest including the campfire, cabins, and outer camp. They move at normal walking speed, avoid trees, cabin walls, closed doors, and map boundaries. Give every camper 3 hit points. A Space slash casts a short forward ray from the center crosshair, with a maximum range of about 2.8 world units; it can damage the closest camper along that ray. Slashing has a brief cooldown of about 0.35 seconds and visibly animates the machete. Each hit puts the camper into a panic state and removes one of its 3 health points; after the third hit, hide/remove it, increase the score by one, and count it as captured. Do not capture merely by proximity.

Campers need simple awareness behavior: if a living camper can see the player within about 18 units and within a forward vision cone, provided trees or cabin walls do not block the line of sight, it panics, screams, and runs away at a faster speed. Prefer a nearby cabin interior that is farther from the player as its flee destination. When it reaches the cabin interior, let it hide briefly near the inside point; if the player approaches, make it panic and flee again. Panic eventually returns to wandering. Closed cabin doors should block movement and sight; opening them with E removes their collision, and closing them restores it. Include collision handling for the player and campers against tree circles, cabin wall AABBs, closed doors, and the broad square map boundary.

Give the game a 120-second countdown. Display a fixed glassy dark HUD in the upper-left/top area with rounded translucent pills: “SCORE” and the current captured count, “CAMPERS” and remaining living campers, “TIME” formatted as minutes:seconds, a “STAMINA” horizontal gradient bar, and a controls hint listing movement, sprint, slash, door, and mouse-look controls. Sprint should raise speed from roughly 6 to 9.5, consume stamina while moving, and allow stamina to regenerate when Shift is released; make the stamina visibly update. Use a restrained white/blue HUD and a fixed center crosshair. On initial load, show a centered dark translucent rounded instruction card titled “Masked Hunt,” explaining that the player is the masked slasher hunting campers in a foggy camp, that campers take 3 hits, and listing WASD/arrows, Shift, Space, E, and mouse controls, with a Start button and a note that the character is an original masked slasher rather than Jason Voorhees. Hide the card when play begins. If all campers are captured, show a centered game-over card saying “You Win” and how many seconds remained. If the timer reaches zero first, show “Time Up” and the number captured. Provide a Restart button that resets all campers, score, timer, player position, stamina, and camera.

Add simple synthesized audio triggered after user interaction: a short metallic/stab-like tone for slashes and successful hits/captures, a low thud for attacks, a small tone for door toggles, and a brief noisy descending scream when a camper first spots the player, while keeping the visual presentation as the primary experience. Use soft moon/hemisphere ambient lighting, cabin amber lights, campfire flicker, dark blue-black materials, and fog to create a readable but ominous 1980s-inspired camp-horror atmosphere without copying a specific franchise character.

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