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Outcome Memories

  • 3d
  • first-person
  • horror
  • asymmetrical
  • survival
  • maze
  • 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. Malachi Medrano built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Outcome Memories yet. Play it, then tell Malachi Medrano what you would add next.

Make your own game

Outcome Memories was built by Malachi Medrano 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 Outcome Memories 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 Outcome Memories

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 single-player first-person asymmetrical horror/survival prototype titled “Outcome Memories,” presented in a dark neon-lit 3D maze arena. Use a Three.js-like first-person camera with mouse look and pointer lock: WASD moves, Shift sprints using stamina, Space jumps, F toggles a flashlight, number keys 1/2/3 activate character abilities, R activates the executioner special, left mouse performs an executioner melee attack, and Esc releases the mouse/pauses interaction. Use simple low-poly primitive character silhouettes rather than detailed official models.

Build a large square enclosed arena with a dark blue floor, foggy black-blue atmosphere, outer boundary walls, and several thick interior walls forming maze-like corridors and intersections. Put four small glowing blue neon marker pillars around the arena. Place a large locked exit door at the far north end (around z=-58), initially dark red; after the required objective is completed it changes to bright green. Scatter eight rotating golden torus rings throughout the maze, with the survivor needing to collect any five.

At the start show a full-screen selection menu on a nearly black background with rounded dark panels and pale text. The heading is “Outcome Memories — FP Prototype” and the instruction says to pick a role and character and click Play to lock the mouse. Provide four selectable cards: “Survivor: Sonic” with Spin Dash, Homing Attack, and Peel Out; “Survivor: Tails” with Glide, Arm Cannon, and Tail Boost; “Executioner: 2011X” with Charge, Invisibility, God’s Trickery, and Rage Mode; and “Executioner: Fleetway” with Burst, Chaos Dash, Flight, and Chaos Rage. Include Play and How to play buttons and a note that this is a prototype focused on feel and kit. Highlight the selected card with a cyan border. The game is a sandbox: choosing a survivor spawns one AI executioner, randomly either 2011X or Fleetway; choosing an executioner spawns AI Sonic and AI Tails.

For Survivor mode, the player starts at the south end of the arena with 100 HP and full stamina. Collect five of the rotating golden rings by touching them; when the fifth is collected, show an “Exit opened!” notification and turn the exit green. Reach the exit door to win. The AI executioner detects and pursues the player with line-of-sight through corridors, detecting farther when the flashlight is on; otherwise it wanders. Contact with the executioner eliminates the survivor. Survivor Sonic abilities: 1 gives a short forward Spin Dash and stuns an executioner if it connects; 2 performs a visible-line-of-sight homing dash toward an executioner within roughly 10 units and stuns on a close hit; 3 briefly charges then gives a strong forward Peel Out speed burst. Survivor Tails abilities: 1 temporarily reduces gravity and gives a glide/forward-drift effect; 2 fires a small cyan energy projectile that travels forward and stuns an executioner on impact; 3 gives a short forward Tail Boost.

For Executioner mode, the player starts as 2011X or Fleetway and must eliminate both AI survivors before either escapes. AI survivors navigate toward visible rings, collect them, then head to the exit; the exit opens when five rings have disappeared. If either survivor reaches the open exit, the executioner loses; eliminate both with close-range contact or a forward-facing left-click melee cone to win. 2011X is a dark nearly black figure with red accents, horns, and a glowing red core. Ability 1 is a fast Charge, 2 grants about five seconds of Invisibility that makes the view slightly dimmer/desaturated and reduces detection, 3 teleports toward/behind a nearby survivor or forward if no target is near, and R activates a temporary Rage Mode only when the rage meter is full. The rage meter fills while near survivors and the HUD shows its percentage. Fleetway is a bright yellow/orange figure with crown-like spikes. Ability 1 emits a short-range Burst that stuns/slows nearby survivors, 2 performs a fast Chaos Dash that homes toward a nearby visible survivor (otherwise dashes forward), 3 grants temporary Flight/hover, and R activates a temporary Chaos Rage speed buff.

Use basic combat states: executioners can be stunned briefly, survivors have HP, and all abilities have cooldowns. Display toast notifications for ability use, hits, ring collection, cooldowns, and outcomes. Include a persistent HUD with two rounded dark translucent panels at the top: left shows role/character, HP, stamina, flashlight state, and relevant invisibility/rage status; right shows the objective, ring count or survivors remaining, exit state, and cooldown timers for 1, 2, 3, and R. Keep the visual style stark and readable: pale lavender/white bold sans-serif UI, subtle cyan borders and blue emissive lighting, deep black background, fog, and a strong pale-blue flashlight cone that improves visibility but makes the survivor easier for the AI executioner to detect. End with centered outcome panels for survivor elimination, escape, execution completion, or survivor escape, plus a restart option.

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