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Arcade › Midnight Munchies
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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 mobile-first, first-person 3D mascot-horror exploration game titled “Midnight Munchies,” set inside a closed children’s restaurant at night. Use a simple low-detail block-built Three.js-like aesthetic: dark navy/black floor and walls, bright cyan and hot-pink trim, pale tabletops, arcade machines, heavy darkness and fog. The camera is a first-person perspective with a 75-degree field of view, positioned at standing eye height. The restaurant is a roughly 44-by-44 enclosed square with outer walls and a flat dark floor. Include a party-room area on the left/southern side, a dining area with six rectangular tables arranged in two rows, a stage at the back/north with a torn-curtain-like hot-pink wall and a dark raised platform, and a right-side arcade corridor containing five dark arcade cabinets with cyan glowing screens. Add a locked exit door on the far right/eastern side near the back/southeast corner, with a dark door and bright pink frame. Add a dark ceiling and a grid of warm ceiling point lights that visibly flicker irregularly; use fog so distant areas fade into darkness. At the beginning, show a full-screen translucent black start panel with the title “Midnight Munchies,” the story text: “You woke up in the party room. The doors are chained. Find keycards. Don’t let the mascot get close.”, a large “Tap to Start” button, and readable control instructions: mobile uses a left joystick to move, right-side swipe to look, and INTERACT to pick up; desktop uses WASD, drag mouse to look, and E. Behind the overlay, show the HUD title “MIDNIGHT MUNCHIES” and objective “Find 3 keycards (0/3)” dimmed. Once started, keep a top HUD with the title and objective, large thumb-friendly translucent controls (left virtual joystick, right INTERACT button, and “Swipe right side to look” hint), and temporary bottom-center story captions in a translucent black rounded box. The player starts in the party room around (-12, 10). Movement is relative to the player’s yaw: joystick or WASD moves forward/back/strafe, with smooth acceleration and collision against walls, tables, stage, arcade cabinets, and other solid rectangular props. Right-side touch swipes or desktop mouse dragging rotate yaw and pitch; clamp the vertical pitch so the player cannot flip over. Pressing INTERACT or E checks for the nearest visible interactable within a short distance and generally in front of the camera, with obstacles blocking interaction. If there is nothing usable, display “Nothing to interact with.” Place exactly three small floating/visible rectangular keycards that can be collected with INTERACT: a cyan card in the party room at approximately (-12, 12), a hot-pink card in the arcade area at (10, -12), and a pale yellow/cream card in the dining area at (0, 6). On collection, hide the card, increment the objective from “Find 3 keycards (0/3)” through “(3/3),” show “Keycard acquired.” briefly, and make the mascot more aggressive. The player must explore nearby areas to trigger one-time story captions: in the party room, “The party room smells like frosting and dust. Why is the table still set?”; near the stage, “The stage curtain is torn. Someone tried to hide back there.”; in the arcade, “The arcade screens aren’t off. They’re waiting.”; and at the exit, “The exit chain is fresh. Someone locked you in tonight.” Add one enemy mascot represented by a crude, nearly black silhouette made from a rounded capsule body and large sphere head, with two small glowing hot-pink eyes. Start it near (10, 14). It patrols between four fixed points around the restaurant: (10,14), (12,-14), (-2,-10), and (-12,12), moving continuously and visibly bobbing slightly. It normally follows the patrol route, but if the player comes within about 7.5 units (the detection radius increases as the player collects cards), it retargets the player repeatedly and chases. Increase its movement speed and eye glow as cards are collected; it should become more dangerous with progress. If the mascot gets within approximately 0.75 units of the player, trigger a short black fade, reset the run, restore all keycards and the locked door, return the player and mascot to their starting positions, reset progress/story state, and show “You blink… and you’re back in the party room.” The exit door begins chained/locked. If the player interacts with it before all three cards are found, show “The exit is chained. Need N more keycard(s).” and do not open it. Once all three cards are collected, interacting with the door shows “The chain snaps loose. Run.” and animates the door sliding sideways until it becomes invisible. The player wins by reaching the exit zone just beyond/near the open door, then show “You slip out into the parking lot. The sign buzzes behind you.” and replace the overlay with a centered end panel titled “You Escaped,” text “For tonight.”, and a “Play Again” button. Restarting from that panel resets the game. Use subtle horror ambience: optional low brown room-noise audio after a user gesture, short triangle-synth tones for pickup, locked-door, unlock, catch, and escape events, flickering warm lights, dark fog, glowing arcade screens, and the mascot’s pink eyes. Keep all UI large, high-contrast, rounded, translucent, and readable on a phone; hide the joystick and look hint on desktop while retaining the interact control.