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Arcade › Moonlit Feral
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Xander I dare you to play five nights at Freddy's built it with Cinevva, so it works on a phone or a tablet too.
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Moonlit Feral was built by Xander I dare you to play five nights at Freddy's 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 Moonlit Feral 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 mobile-first 3D horror exploration game titled “Moonlit Feral,” designed to run in a browser/PWA and work especially well in portrait Android view. Use a dark, stylized low-poly haunted forest viewed from a third-person, elevated over-the-shoulder/top-down camera. The scene should be nearly black with deep purple-brown ground, exponential darkness/fog, cold blue-white moon lighting, soft shadows, and a large pale moon disk visible in the distant sky. Build a circular forest play area with a dark ground disk and a narrow brown forgotten path, scattered dead low-poly trees, rocks, and a group of crooked simple grave markers around the perimeter. Include several flat, translucent dark-blue moon-curse patches on the ground that subtly pulse in opacity. The player begins as a human woman adventurer at the center of the forest. Use an animated low-poly adventurer woman model and an animated fox model occupying the same position. At the beginning the woman is fully visible and the fox is invisible. As humanity drains, smoothly crossfade the woman out and the fox in; the fox should grow slightly during the transformation and eventually use more feral animations. At low feral levels use idle/walk animations, and at high feral levels use a head-low idle and gallop. When moving, face both models in the direction of travel. Add a warm orange point light at the player that becomes brighter as the transformation progresses, creating a subtle ember-like transformation glow. Core loop: explore the forest and collect exactly six floating glowing memory shards before losing all humanity. Place six cyan/ice-blue emissive octahedral crystals with small glowing ring halos at fixed locations around the clearing. They rotate continuously, bob gently, and visibly disappear when collected. Label their memories internally/story-wise as “mother’s voice,” “old name,” “first home,” “human laughter,” “warm hands,” and “the last promise.” Walking within roughly 1.15 world units collects a shard, increments the memory counter, restores 13 humanity (capped at 100), and displays a message such as “You recover [memory]. The fox inside you snarls at the taste of memory.” Humanity starts at 100% and continuously drains at about 1.45 points per second while the game is running. Standing inside any blue moon-curse patch adds approximately 7.5 points per second to the drain. Feral percentage is always 100 minus humanity. Movement speed starts around 4 world units per second and increases slightly with feral percentage. Clamp the player to a circular radius of about 25 world units. If humanity reaches zero before all six shards are collected, stop the game and show a full-screen dark translucent ending overlay titled “Feral Moon,” with text explaining that the last human thought is gone and the female fox follows the night without remembering she was human. If all six shards are collected first, stop the game and show “You Kept One Memory,” explaining that transformation finishes but one human memory remains glowing inside the now-feral fox. Provide a “Try Again” button that resets position, humanity, feral state, memory collection, and the ending overlay. Add a Howl action. On mobile it is a large lower-right HOWL button; on desktop it is Space or H. Howling costs 2.5 humanity, creates a brief visible/intensity pulse around the player, plays a short rising howl-like synthesized tone, and expands the effective memory collection radius to approximately 3.35 world units for the short pulse duration, so nearby shards are gathered. Display different story feedback depending on transformation stage: early howl text says “A broken howl tears out of your throat and shakes the memory shards,” while later howl text says it comes out clean and vulpine. Do not invent projectile combat or enemies: the howl is only an area memory-gathering action. Use a five-stage narrative HUD that updates based on feral percentage: below 20%: chapter “Human” and “Your hands are still yours. The forest is not.”; 20–39%: “Ears Under Skin” and “The moon pulls your hearing wide open. Your old name starts to blur.”; 40–61%: “Tailbone Ache” and “You remember running on two legs, but the ground smells easier on four.”; 62–81%: “Feral Thoughts” and “Words break apart. Faces fade. Hunger and moonlight remain.”; 82–100%: “Fox Shape” and “Human memories are nearly gone. Find the last shards or surrender to the wild.” Overlay a clean, ominous HUD above the 3D scene. At the top, show two side-by-side translucent black meter panels labeled HUMANITY and FERAL FOX, each with a percentage and horizontal bar: humanity is pale blue-white and decreases, feral is orange-to-cream and increases. Near the upper center show a translucent story box with an orange uppercase chapter label and centered white narrative sentence. At upper right show “Memories: 0/6” with the count updating. At the bottom, provide a large outlined virtual joystick on the left with a dark circular base and warm cream/orange knob, and stacked HOWL and START buttons on the right; use warm brown/orange gradients and pale lettering. START begins the run and changes to “Running.” The game should also accept WASD or arrow keys for movement and Enter to start. Keep the visual style atmospheric, sparse, low-poly, moonlit, and horror-focused, with no invented UI systems such as ammo, score, lives, or combat enemies.