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Night Raptor

  • 3d
  • survival
  • horror
  • escape
  • third-person
  • forest
  • arcade
0
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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. PandaGames Studios built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Night Raptor yet. Play it, then tell PandaGames Studios what you would add next.

Make your own game

Night Raptor was built by PandaGames Studios 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 Night Raptor 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 Night Raptor

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 browser-based 3D third-person survival escape game titled “Night of the Raptor.” The player is lost in a dark, foggy low-poly forest at night and must run from a hungry raptor to Grandpa’s house. Use Three.js-style real-time 3D rendering with a smooth over-the-shoulder follow camera: the camera follows behind and above the player, can orbit horizontally and tilt vertically with mouse movement after pointer lock, and smoothly interpolates its position. The player is a simple stylized light-blue capsule character with a dark cone-like arrow/head detail, while the enemy is a readable low-poly brown raptor assembled from primitive shapes: capsule body, sphere head, dark cone jaw, and long cone tail. It should face and hunt the player.

Build a large square nighttime forest arena with dark blue-black fog, a subtle blue-to-black gradient sky dome, moonlike cool lighting, soft shadows, and a procedural dark dirt ground texture with noise/splotches and a normal-map-like detail. Scatter many low-poly evergreen trees made from brown tapered trunks and dark green cone tops, plus occasional faceted blue-gray rocks, while leaving a relatively open travel corridor between the player’s spawn and the destination. The player starts near one side of the arena at approximately (-70, 55), and Grandpa’s house is far away at approximately (78, -62), producing a long run of roughly 200 meters. The house is a simple stylized silhouette: a blue-gray rectangular body, dark reddish-brown four-sided conical roof, small dark porch, and a warm orange point light. Mark its safe zone with a pulsing cyan ring on the ground and a tall translucent green/cyan beacon column.

At the start, show a centered translucent dark glass instruction card over the game. Title it “Night of the Raptor,” with text such as “You’re not alone in the woods,” bullets explaining the objective is to reach Grandpa’s house, the danger is a hungry raptor hunting the player, and the tip is to follow the floating arrow. Include a large cyan-to-green Play button. Clicking starts the game, initializes audio, and requests mouse pointer lock; Escape releases pointer lock, and clicking the game again can reacquire it. On win, show a similar card titled “Safe,” explaining that Grandpa’s lights cut through the fog, and offer “Play Again (R).” On defeat, show “Caught,” explain that the raptor was faster, and offer “Restart (R).”

Controls and mechanics: WASD moves relative to camera yaw, mouse look controls yaw and pitch, Left/Right Shift sprints, Space jumps, F toggles a forward-facing player-mounted flashlight, and R restarts after win or loss. Normal movement speed is about 6.2, sprint speed about 10.2. Sprinting drains a 100-point stamina meter at about 24 per second; stamina regenerates at about 18 per second when not sprinting. Include gravity, grounded jumping, smooth acceleration, and soft world bounds around +/-105. Give the player 100 health. The raptor begins behind the player, accelerates its pursuit after spawning, uses simple distance-based seek behavior with some slight side-to-side wander, and becomes faster when close (base speed around 6 and maximum around 11). When within roughly 1.6 meters it bites every 0.85 seconds, dealing 18 damage and knocking the player backward. Health reaching zero loses the game. Reaching within about 8.6 meters of the house wins.

Add a floating emissive cyan navigation arrow above the player that points horizontally toward Grandpa’s house. It should bob gently, scale down as the player nears the destination, and disappear on the title screen. The house distance should update continuously in meters. The arrow is the primary navigation aid along with the visible distant house/beacon.

Create a fixed glassy HUD over the scene. Along the top, show Health and Stamina rounded pills with horizontal bars: health is a green-to-cyan gradient and changes to a red-to-orange gradient below 25%; stamina is yellow-to-orange. Beneath them show a wide objective pill reading “Run to Grandpa’s house. Don’t let the raptor bite you. (F = flashlight)” during play, a Light status pill showing ON/OFF, and a Dist pill showing the rounded distance to the house in meters. At the bottom-left show the controls hint “WASD move · Mouse look · Shift sprint · Space jump · F flashlight · Esc unlock.” Use dark translucent panels, subtle blue borders, rounded corners, blur, and a cool blue/green accent palette.

The flashlight should be off by default and, when enabled, be a warm white narrow spotlight mounted near the player’s upper body, aimed in the facing direction with a little vertical aim from camera pitch. It should illuminate dark forest areas and cast soft shadows. Use filmic ACES-like tone mapping, modest exposure, fog, and cool hemisphere/moon lighting for a stylized realistic night look with strong silhouettes and minimal colors.

Add synthesized audio initiated only by the start click/key interaction: a looping subdued moody pulse while playing, using low pad chords, bass notes, light pink-noise hats, and a quiet triangle arpeggio; stop it on win or loss. Play a low thump plus note on raptor bites, a short note on jumps, a rising three-note stinger on victory, and a descending two-note stinger on defeat. When health is very low (below roughly 28%), play periodically accelerating low warning thumps. Keep the overall presentation tense but readable, with no weapons, collectibles, scoring, or extra objectives beyond escaping to the safe house.

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