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Memory Field

  • 3d
  • first-person
  • exploration
  • horror
  • arcade
  • low-poly
  • vhs
  • survival
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. A TROLL built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Memory Field yet. Play it, then tell A TROLL what you would add next.

Make your own game

Memory Field was built by A TROLL 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 Memory Field 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 Memory Field

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 first-person 3D exploration and memory-hunting game titled “Memory Field.” The player is a recorder/camera operator walking through a large quiet rolling grassy hill in a hazy outdoor landscape. Use an FPS camera with mouse look and WASD movement, jumping, gravity, and a small circular crosshair fixed at screen center. Start the player near the rear of the field at ground level, looking across the terrain toward distant slopes; the world should feel sparse, foggy, and slightly uncanny rather than busy.

Core objective and loop: each level places 4–6 anomalies across the field, generally arranged at different distances along the hill. Find them by exploring and looking around, aim the center reticle directly at one, and press F to capture it. A capture only succeeds when an uncaptured anomaly is within about 14 world units and closely aligned with the camera view; captured anomalies disappear, a brief white flash appears, and a centered “CAPTURED” message briefly displays. The HUD continuously shows “ANOMALIES: captured/total” and a running digital timer. There is no combat weapon or inventory.

Place two simple white doors: a forward/top door deep in the field around the far end of the hill, and a back door behind the starting area. Press E when close to a door to interact. The back door ends the level as an early exit, while the forward door can be used when the player has reached the far end. On completing/exiting, pause the game with a dark translucent overlay and show a large rank letter. Rank is A with zero missed anomalies, B with one missed, C with two, D with three or with an early exit, and F with four or more missed. Show “LEVEL n COMPLETE” or “EARLY EXIT · LEVEL n” beneath the rank. After a short delay, advance through five levels; after the final level, show “TAPE ENDED” and “YOU FOUND THE MEMORY.” If too many anomalies are missed, restart the current level after the result screen.

Anomalies should be simple low-poly, stylized objects/creatures, randomly selected from these exact types: passive (a bare brown tree-trunk-like vertical object), friendly (a squat brown rounded four-legged creature with a flattened spherical body and four dark legs), scary (a tall narrow nearly black cylindrical body with a small dark head), and hostile (a tall dark capsule-like humanoid). The first level must end with at least one passive anomaly. Hostile anomalies slowly pursue the player when within 15 units, turn toward the player, and cause a “SIGNAL LOST” result and restart at level 1 if they get within about 1.8 units. The hostile should be threatening through movement and proximity, not attacks or projectiles.

Build the environment as a broad procedurally undulating plane/hill with a green material, dense thousands-of-blades grass scattered over it, and sparse distant shrubs made from short brown trunks and faceted dark-green crowns. Use level-dependent muted green/olive color variations. Include atmospheric fog and a pale gray-green sky/background, warm directional sunlight, cool fill/hemi light, and soft shadows. The camera should be close to the ground at human height and use a wide-ish perspective, with distant objects fading into fog. The visual style is minimalist low-poly wilderness viewed through an analog surveillance recording.

Reproduce the on-screen presentation exactly in spirit: a full-screen first-person view with a fixed HUD in white monospaced lettering and generous letter spacing. At upper left display a blinking red dot followed by “REC.” At lower left display the anomaly counter; at lower right display a timecode formatted “00:00:00.” Put the small circular crosshair at the center. Near the lower middle display “WASD · LOOK · F” on one line and “CAPTURE · E INTERACT” on the next line. Brief status messages such as “CAPTURED,” “THE DOOR IS TOO FAR,” and “STATIC” appear centered and fade out. Add a subtle VHS overlay: fine horizontal scanlines, mild red/blue edge color fringing, rolling distortion, desaturation/contrast, and a dark vignette. Include a small “HEADPHONES RECOMMENDED” label at upper right on wide screens. Start a quiet procedural wind/noise and low drone after the first keyboard or pointer gesture. Keep the game playable with keyboard/mouse FPS controls and ensure the HUD remains visible over the 3D scene.

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