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Arcade › Midnight Bedroom Hunt
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Midnight Bedroom Hunt was built by DEE zee 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 Midnight Bedroom 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.
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, stationary-camera survival horror game titled “Midnight Bedroom Hunt.” The player is in a dark, stylized low-poly child bedroom at midnight and must survive until 6:00 AM. Do not use copyrighted characters, names, models, or audio; use original abstract shadow threats and simple furniture/geometry. Scene and camera: Render a moody 3D bedroom with a perspective camera. The room is a large rectangular space with a dark blue-gray floor, dark side walls, a back wall, ceiling, subtle fog, and very low ambient illumination. Use cold blue moonlight from a window-like direction, soft shadows, and near-black hall openings. The player does not freely walk; provide five smoothly transitioning fixed viewpoints: ROOM (center view toward the back wall), LEFT DOOR (look toward the left side/hall), RIGHT DOOR (look toward the right side/hall), CLOSET (look straight at the rear closet), and BED (look down/back toward the bed). The screenshot-like composition should be mostly black upper space with blue-violet floor and furniture emerging from darkness. Include a large bed at the rear/player side with a dark platform, blue blanket, and two pale pillows; a closed two-panel closet with a black center crack at the back; doors/open dark hall areas on both side walls; a few blocky bookcases and bedside cabinets as background props; a small checker-like trim along the back wall; and a simple wall poster. Models may be low-poly primitive furniture or equivalent CC0-style furniture props. Threats and visuals: There are four independent threats: a Left Hall Shade, Right Hall Shade, Closet Grin, and Bed Gremlins. Represent each primarily by a pair of glowing eyes, red for the door and bed threats and purple for the closet threat, with a faint matching point glow. Eyes should remain invisible until that threat is sufficiently advanced (roughly progress above one-third) and should only be visible when the player is looking at its corresponding location (the bed threat in the BED view). As progress rises, move the door eyes forward from deep in the halls toward the doors, move closet eyes slightly out from the closet crack, and move bed eyes toward the player/edge of the bed; scale/pulse the eye group subtly with danger. Keep the rest of each monster unseen in darkness. Core loop: On pressing START NIGHT, begin at 12:00 AM with full flashlight battery and small randomized initial threat progress. Time advances continuously; six in-game hours should take about 120 real seconds (20 seconds per hour). Display the current hour, initially 12:00 AM, then 1:00 AM through 5:00 AM, and show 6:00 AM on victory. Threat progress continuously rises with slightly randomized rates that increase as the night advances. Base rates should be tuned so the player has time to learn: left door about 0.028, right door 0.026, closet 0.022, bed 0.030 progress per second, multiplied by a rising night intensity. Watching the relevant threat without flashing slows its progress somewhat; looking at the central ROOM view slightly slows non-bed threats. If any threat reaches progress 1.0, immediately end the night in defeat. Flashlight mechanic: The flashlight is a hold action, not a toggle. While held and the player is looking at the relevant threat view, and battery is above zero, a bright warm cone illuminates the scene and pushes that threat back once it is close enough (progress over about 0.28). Drain battery quickly while held, around 8.8 percentage points per second; when released, recharge slowly around 2.5 points per second up to 100. Flashlighting should reduce progress with a strength increasing with current progress. The flashlight must not affect threats in other views. The flashlight starts at 100%; show “Flashlight 100%” in the HUD and update the percentage. If it reaches about 5% or less, show a warning to release it; a fully empty battery disables the beam until it recharges. Controls: Support keyboard A or Left Arrow for LEFT DOOR, D or Right Arrow for RIGHT DOOR, W or Up Arrow for CLOSET, S or Down Arrow for BED, C for ROOM, and Space as a hold flashlight. Also provide always-visible mobile/touch buttons along the bottom: LEFT DOOR, CLOSET, ROOM, BED, RIGHT DOOR, a large gold HOLD FLASHLIGHT button, and RESET. Pointer down on the flashlight starts it and pointer up/cancel/leave stops it. Highlight the selected view button and flashlight while active. The camera should smoothly interpolate and aim at the selected target. HUD and presentation: Use a full-screen canvas with an HTML overlay. At the top, show three rounded translucent dark panels: the time at left, a status message in the center, and flashlight battery at right. At game start, show centered text “12:00 AM” and “Listen. Watch. Flash only when something is close.” for roughly two seconds. Status messages should include “Ready” before starting, threat audio-cue-like text such as “scratching from the left,” “breathing from the right,” “wood creaking ahead,” or “small feet behind you” when the most dangerous threat is advanced and the player is not flashing, and “<threat name> retreated” after a successful flash. The bottom controls should have rounded blue-black glassy buttons with blue glow; the flashlight button should be gold. Use bold white typography with pale blue secondary text and strong shadows/glows. Start/reset/end states: Begin with a centered dark radial-gradient start overlay and a card titled “Midnight Bedroom Hunt,” explaining the goal and controls, with a START NIGHT button. RESET returns to the start overlay, resets time to 12 AM, battery to 100%, threat progress to small random values, selected view to ROOM, and clears messages. On defeat, stop gameplay, play a brief original jump/scare sound if available, display centered “CAUGHT” and “<threat name> reached you. Reset and listen for its cue sooner.”, and show “Night failed” in the status. Add a subtle camera shake while defeated. On victory at 6 AM, stop gameplay, display “6:00 AM” and “You survived the bedroom hunt.”, and show “Night complete.” Keep a small creator credit “Game by Reaperzomi” at the lower right. Expose an optional state API for testing if supported: getGameState should report started, gameOver, won, elapsed time, hour, battery, current/target view, flashlightHeld, danger, each threat’s progress, and camera position; setGameState should allow changing started, gameOver, time, battery, current view, and threat progress.