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Arcade › Phantom Phantom
Click the game above and it runs right here in your browser. No download, no installer, no account needed. ChessMeemer built it with Cinevva, so it works on a phone or a tablet too.
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Phantom Phantom was built by ChessMeemer 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 Phantom Phantom 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.
Recreate a dark atmospheric third-person 3D exploration/combat prototype titled "Phantom Phantom". Use a nighttime abandoned graveyard stop as the setting: a large flat, dark gray-green ground/platform, a narrow brown path running down the center, rows of simple low rectangular gravestones on both sides, scattered coffins, warm lantern props, perimeter fence posts, and four decorative graveyard gates at the corners. Use a near-black blue-gray background, heavy exponential fog, moonlike cool blue lighting with shadows, and a subtle warm orange fill light that follows the player. The visual style should be low-poly haunted graveyard using recognizable game-ready character/prop models, with a cinematic dark vignette and a small pale crosshair at screen center. Begin with a full-screen menu over the dark scene. Center a bordered, nearly black panel with the large cream serif uppercase title "PHANTOM PHANTOM", the subtitle "Four passengers. One camera. Something invisible is already on the train.", and a description explaining that the player investigates an abandoned graveyard stop, reveals the Bat Phantom with the camera, collects diamonds, and defeats the red-heart entity. Include selectable mode buttons NOSTALGIA, SIDES, and MULTIPLAYER, with NOSTALGIA initially highlighted, and difficulty buttons EASY, NORMAL, and NIGHTMARE, with EASY initially selected. Include a prominent "ENTER THE STOP" button. The menu uses cream/tan serif typography, thin tan borders, muted brown button fills, and a radial dark-blue-to-black backdrop. After starting, place the player as a third-person survivor character at one end of the central path, with an over-the-shoulder/follow camera. The player can move with WASD or arrow keys, sprint with Shift, jump with Space, and look by clicking to capture the pointer; show the control hint along the bottom: "WASD / ARROWS MOVE · SHIFT SPRINT · SPACE JUMP · C CAMERA · E INTERACT · CLICK TO LOOK". Movement should be normal speed on Easy/Normal and faster on Nightmare, with gravity and jumping. Keep the camera following the player at a moderate distance. The core objective loop is exploration and investigation. Initially the objective reads "Find the invisible phantom" in the upper-right objective panel. Press C to toggle a camera mode. When active, reveal a ghost/bat-like phantom that was otherwise invisible, show it moving in a slow orbit around the graveyard (sweeping side to side around the rear of the scene), and display a bottom-center translucent green status banner reading "CAMERA ACTIVE — PHANTOM SIGNATURE DETECTED". Change the objective to "Track the phantom signature" while camera mode is active, and when the phantom is revealed near the relevant area, use wording like "The Bat Phantom is revealed — survive the encounter". Turning the camera off hides the phantom and returns the objective to "Keep moving — the phantom is invisible". Place four interactable coffins around the graveyard. When the player comes within roughly two units and presses E, make the nearby coffin disappear and award one diamond, incrementing the diamond count. Update the objective to "Diamond found — investigate another coffin". The upper-left HUD is a translucent black status card with thin tan border showing MODE, DIFFICULTY, and DIAMONDS, starting at 0. Preserve the selected mode and difficulty labels in this HUD; the mode buttons are selectable even though the prototype's main differences are the displayed mode and difficulty and Nightmare's faster movement/harder combat. Place a large skeleton enemy at the rear-left area of the graveyard, with a clearly glowing red heart/core in its chest. It is initially present but dormant. When the player approaches within about five units, awaken/activate it and change the objective to "Redheart Skeleton awakened — strike the glowing core". The player attacks with Space when close, rather than only using Space for jumping in the combat situation; each valid close hit damages the skeleton, with a short half-second hit cooldown. Reduce its health by 15 per hit on Easy/Normal and 8 per hit on Nightmare, starting from 100. When health reaches zero, hide the skeleton, award 10 diamonds, deactivate the enemy, and update the objective to "Entity defeated — reach the gate". The gates are environmental/decorative props; retain the final objective and do not invent a separate level transition unless explicitly implemented. Use an upper-left HUD card and upper-right objective card with translucent dark backgrounds, tan borders, uppercase letter spacing, cream text, and a small center reticle. Add a strong radial vignette around the screen edges. Overall mood: restrained, eerie, old-fashioned gothic adventure interface paired with a simple low-poly haunted graveyard, cool moonlight, fog, warm lantern accents, exploration, a camera-revealed invisible phantom, coffin diamond collection, and close-range red-heart skeleton combat.