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Midnight Masquerade

  • 3d
  • top-down
  • horror
  • mascot
  • collectathon
  • arcade
  • mobile
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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. Ev B built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Midnight Masquerade yet. Play it, then tell Ev B what you would add next.

Make your own game

Midnight Masquerade was built by Ev B 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 Masquerade 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 Midnight Masquerade

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 3D top-down mascot-horror game titled “Midnight Masquerade.” Use Three.js or an equivalent engine with an orthographic camera looking down over a small enclosed abandoned mascot park at night. The visual style should be dark, moody, and low-poly: near-black navy background and fog, dim purple-gray ground, a slightly lighter rectangular central path, cool blue moonlight, soft shadows, and glowing warm-orange collectible batteries. Keep the camera centered on the player and render a clean mobile-friendly scene with a dark atmospheric palette.

The player is a cute but unsettling smiling mascot character, built from simple rounded low-poly forms: a dark magenta/purple furry-looking spherical body, oversized head, two rounded ears, bright pale-blue glowing eyes, a curved dark smile, and short outstretched arms. Place the player at the south end of the park initially. The enemy is another identical or similar smiling mascot character, initially positioned nearby at the south side of the park. Once the player collects at least one battery, the mascot begins moving toward the player. It should gradually chase more aggressively as more batteries are collected, and the player loses if the mascot gets within about one meter.

Build a rectangular arena with subtle boundary walls along all four edges and a central north-south path. Add two low hedge/obstacle blocks: one on the left in the upper/middle area and one on the right in the middle/lower area. At the north end, place a blue-lit exit gate/crypt-door landmark, a broken altar just in front of it, and a pulsing translucent blue circular exit marker on the ground. Decorate the park with six grave markers arranged in two columns at x approximately -3 and +3, at z positions -5, 0, and +5. Add fence sections along the north and south edges, plus four candles near the gate/altar area. Use graveyard/crypt-like low-poly props with cast and receive shadows where available.

Place exactly three collectible batteries around the arena: one toward the northwest/southwest side at approximately (-6,-6), one on the east side around (6,-3), and one toward the southeast around (-5,6) as in the source layout. Each battery is a small upright block with a cap, colored pale yellow/orange and emissive, slowly rotating and bobbing. When the player comes within roughly 0.85 units, hide the battery and increment the collection count. The objective starts as “Find 3 batteries”; after all three are collected it changes to “Reach the blue gate.” The exit gate only succeeds when all three batteries are collected and the player reaches the blue circular marker within roughly 1.1 units. On success, show an end overlay with the kicker “The gate is open,” title “You got out.”, and text “The mascot is still smiling somewhere in the dark.”

If the chasing mascot reaches the player first, show a loss overlay with kicker “The mascot caught you,” title “Too late.”, and text “The park goes quiet. Then the music starts again.” Include a “Play again” button that reloads/resets the game.

Use top-down movement controlled by WASD or arrow keys, with an on-screen/mobile joystick supported by the control system. Support Space as a dash action if provided by the control system. Movement speed should feel moderate, around 4.2 units per second, with the player constrained by the arena and obstacles as appropriate. Rotate the mascot/player to face its movement direction. The game should begin behind a full-screen intro overlay; do not allow gameplay until the player presses “Enter the park.” The intro card should say “A top-down mascot horror game,” show the large title “Midnight Masquerade,” explain “Explore the abandoned mascot park, collect the batteries, and reach the blue gate before the mascot finds you.”, and show the hint “WASD / arrows or the on-screen joystick · Space to dash”.

Add a fixed HUD over the game. At top left, use a rounded translucent nearly-black panel labeled “MIDNIGHT MASCOT” with the current objective in large warm yellow text. At top right, use a matching panel labeled “BATTERIES” and show “0 / 3,” updating through “3 / 3.” At the bottom center, show a rounded translucent message panel. Before starting, its message is “The groundskeeper left the gate open. Something else came through.” After starting, show “Stay on the path. The mascot hates the light.” On collection, show “You found a battery. Something heard that.”, and after the third battery show “The blue gate is open. Run.” Use responsive sizing, rounded borders, subtle blur, and light text. Match the screenshot’s portrait/mobile composition: HUD panels at the top corners, large empty dark play area, and bottom-center message card, while still adapting to wider screens.

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