Arcade › Mortality Legacy Creed
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Recreate a playable 3D third-person stealth-survival horror game titled "MORTALITY LEGACY CREED". The player is a small dark/black hooded rogue character with a simple sword, viewed from a camera trailing about 5.8 units behind them. The game takes place inside a compact haunted house on a roughly 48 x 42 floor plan, with a very dark brown-black floor, thick brown outer walls, several inner partition walls forming rooms and corridors, desks and chairs scattered around, and beds that function as hiding places. Keep the scene extremely dark and oppressive: black background, heavy brown/black fog, dim warm orange directional/hemisphere lighting, and a weak dark-red point light. The visible style is low-poly asset-based horror with a sparse almost-black presentation and a red monochrome terminal-like HUD. Start the player near the southwest area of the house, around the coordinates corresponding to (-20, -16), with 100 health, 100 stamina, zero scrap, zero noise, and 180 seconds remaining. Use third-person movement with normal movement controls supplied by the engine (WASD/keyboard movement is appropriate), a move speed around 9.5, jumping enabled, and a camera that follows the player. Keep the player within the house bounds. The player carries a visible sword and can perform a melee swing with the left mouse button. Attacks have a heavy cooldown of about 0.52 seconds, consume 19 stamina normally or 11 while crouching, and generate 22 noise normally or 8 crouched. Stamina regenerates gradually to 100. A sword swing should visibly animate for a fraction of a second and damage nearby enemies in front of the player. Normal attacks do 24 damage, crouched attacks do 32, and a stealth/back attack can deal 88; revealed weaknesses can multiply relevant damage by about 2.1. Add brief dark red blood particle effects on hits. The main objective is to collect all 6 key-like scrap objects distributed throughout the house, then reach the far southeast exit door around (23, -18). Press F near a scrap object to collect it; each collection adds noise, removes the object, and updates the counter. When scrap reaches 6/6, automatically open the exit door. The player must be close to the open exit to win. On success show a full-screen dark overlay with green text "YOU ESCAPED THE CREED" and the subtitle "SCRAP COLLECTED. NIGHTMARE ENDS." Do not require killing every enemy. There are also three ordinary interactive doors around the interior/edges of the house; press F near one to toggle it open or closed, rotate the door visibly, and add noise. Populate the house with five hostile hunters initially: one fast yellow monster at about (-14, 11), one slower horror nurse at (8, -9), two normal ghost/skull-like enemies at about (17, 13) and (-5, -12), and one additional fast normal enemy at (2, 4). Use distinct low-poly horror characters: a yellow baby/dragon-like monster, a horror nurse, and ghost/skull or school-horror-like creatures. Their approximate health is 58 for yellow, 72 for nurse, 48 for normal, with speeds of roughly 6.8, 3.2, and 4.6 respectively; the extra normal hunter should be especially fast (about 7.5) and have 38 health. Hunters patrol with small wandering movement when they do not detect the player, chase when the player is near or noise is high, face toward their target, and can attack within about 4.8 units on a cooldown of roughly 0.78 seconds. Damage is about 27 from yellow, 19 from the nurse, and 22 from normal enemies. Hits push the player back and raise noise. High noise makes enemies more aggressive and faster. Defeated enemies disappear after a short death animation. Add eight chest-shaped mimics positioned around the house, visually appearing as ordinary low-poly wooden dungeon chests. Some can be real and some deadly, but they should initially be indistinguishable. Their approximate positions are (-19,3), (5,-17), (16,2), (-6,17), (22,-8), (-12,-14), (8,15), and (1,-3). Press E to scan the nearest enemy or nearby mimic: scanning raises noise by 12 and takes about 1.1 seconds; if successful it marks the target revealed and displays its weakness. For enemies, the displayed weakness is "BACK" for yellow monsters and "HEAD" for the nurse and normal creatures; for a mimic it is "MIMIC". A revealed mimic can be activated with F at close range, turning the chest into a fast yellow monster and creating a large noise spike. Unscanned mimics automatically activate if the player gets within about 3.8 units, so careless approach is dangerous. A scanned/revealed mimic should wait for the player to interact rather than immediately transforming. Place four beds at approximately (-15,-8), (18,9), (-3,14), and (9,-15) as hide spots. Press H near a bed to hide: make the player invisible, move them to the bed, reduce noise, and show the HUD state as HIDING. Press H again to leave. While hidden, enemies should have greatly reduced detection beyond a short distance, the player cannot attack, interact, or scan, and movement is frozen. Press C to toggle crouching (unless hiding): change the HUD to CROUCHED, reduce movement noise, reduce attack stamina/noise cost, and make detection range smaller. Otherwise show EXPOSED. Noise continuously decays, but running/sprinting with Shift raises it, crouching reduces it, combat and interactions raise it, and noise above roughly 65 displays a small "NOISE ALERT" warning. Sustained noise above 70 slowly drains health. Use the exact sparse HUD layout visible in the reference: fixed panels with translucent nearly-black backgrounds and thin dark-red borders, monospace red text. Top-left panel reads "MORTALITY LEGACY CREED", then HEALTH with a numeric value and a red horizontal bar, and STAMINA with a numeric value and a red horizontal bar. Top-right panel reads "SURVIVORS LEFT: 5" initially (it should reflect the current enemy count), "NOISE: 0%", and "TIME: 180s". Bottom-left panel reads "STEALTH: EXPOSED" (or CROUCHED/HIDING), "WEAKNESS: SCAN (E)" or the current scanned weakness, "SCRAP: 0/6", and "H = HIDE | C = CROUCH". Show a small green hiding/progress bar near the bottom center when appropriate. Use red/pink emphasis for mimic/weakness text and green for stealth states and the successful escape message. The HUD should update health, stamina, enemy count, noise, timer, stealth state, weakness, and scrap continuously. The 180-second countdown is a hard time limit. If health reaches zero or time expires, stop gameplay and show a full-screen almost-black death overlay with large red text "THE HOUSE TOOK YOU", the line "THE YELLOW ONE IS COMING...", and "R TO TRY AGAIN". If the player wins, stop gameplay and show the escape overlay. Press R after either outcome to reload/restart. Include sparse low creepy synthesized audio feedback for sword swings, hits, scans, interactions, and enemy attacks, with low sawtooth-like tones for slashes and deep low tones for impacts. Keep the overall visual impression nearly black, claustrophobic, low-poly, tense, and readable mainly through the red HUD and occasional dim red lighting.