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Object Hunt

  • 3d
  • hide-and-seek
  • third-person
  • multiplayer-style
  • arcade
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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. elijah_koh_en_ci built it with Cinevva, so it works on a phone or a tablet too.

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Nobody has said anything about Object Hunt yet. Play it, then tell elijah_koh_en_ci what you would add next.

Make your own game

Object Hunt was built by elijah_koh_en_ci 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 Object Hunt 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 Object Hunt

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-playable Three.js third-person 3D game titled "Object Hunt," presented as a multiplayer-style hide-and-seek round with AI teammates and opponents. Use a dark navy sci-fi indoor facility as the arena: a large rectangular three-story building with a ground floor plus elevated floors around y=4.5 and y=9, solid floors, outer walls, room dividers, corridors, and chunky stair/elevator-core structures at both sides. Use fog and a dark blue background, with soft shadows, cool hemisphere lighting, a strong directional key light, and a subtle cyan point light. The visual style should be clean low-poly/asset-pack 3D with a dark blue environment and bright cyan, red, and gold UI accents.

Place repeated furniture props throughout all three levels as potential disguises: chairs, tables, barrels, plants, and boxes, arranged near the perimeter and in rooms. Load or model recognizable low-poly versions of these objects and make them cast and receive shadows. The player is initially shown as a simple bright cyan rectangular humanoid/block avatar in third-person view, with a camera following from behind at approximately 8 units away. Spawn the player near one end of the facility as a hider or seeker, selected randomly at the beginning of each round. Add three AI bots on the opposing team; hider bots select furniture-like locations, while seeker bots move toward living non-player hiders. The round should use a five-second countdown, then run for up to five minutes.

If the player is a hider, display a bottom "Disguise" action button and allow E or that button to toggle disguise when close to a chair, table, box, barrel, or plant. On disguise, hide the cyan player body, clone the nearby prop as the player’s disguise, attach it to the player, and place the player at the prop’s location; pressing the action again removes the disguise. Add a four-second transform cooldown and show a temporary hint if the player is too far from a valid object: "Move closer to a chair, table, box, barrel or plant". Movement should use WASD/arrow keys through third-person controls, with jumping supported by Space. If the player is a seeker, display a bottom red "Test Object" button and allow Space or that button to fire. Give seekers eight shots per round. Fire a ray from the camera center/crosshair; a hit on a hidden hider or bot marks that hider dead, and shots decrement ammo. End the round when all hiders are eliminated or when the five-minute timer expires; seekers win in the first case and hiders win when time runs out.

Build an HTML overlay HUD above the canvas. At the top show three rounded dark translucent pills: left shows the current role and objective ("HIDERS · Survive" or "SEEKERS · Find them", and "Lobby" outside a round), center shows the countdown or timer in m:ss plus the number of living hiders during the round, and right shows persistent progression text such as "Coins 0 · XP 0 · Lv 1". Keep a small white plus crosshair centered on screen. In the lobby, show a centered rounded dark-blue gradient panel with a thin blue border, the heading "OBJECT HUNT," explanatory text about a browser multiplayer-style hide-and-seek slice in a three-floor indoor facility, and buttons "Play Round," "Shop," and "Inventory." The Shop and Inventory controls can be visual lobby buttons without additional functionality. The lobby instructions should mention that hiders disguise as nearby furniture, seekers get 8 test shots, WASD/arrows move, Space fires or jumps, and E disguises. When the player starts, hide the lobby and show the HUD. After a round, show a centered results panel with victory/defeat text, the result explanation, rewards, and a "Next Round" button.

Use persistent-looking progression variables initialized to Coins 120, XP 0, and level 1; award 80 coins and 120 XP for a win, or 25 coins and 40 XP for a loss, and compute level as 1 plus floor(XP/500). Keep the presentation polished and responsive: full-window canvas, rounded panels and pills, cyan primary buttons, dark secondary buttons, red seeker action styling, gold progression accents, readable sans-serif typography, shadows, and unobtrusive dark fog. Include a visible five-second start countdown and update role, timer, hider count, ammo/action visibility, disguise state, and results as the game runs.

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