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Pranxy's Playcare

  • 3d
  • first-person
  • survival-horror
  • investigation
  • stealth
  • puzzle
  • story-driven
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. Deirdre Anglin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pranxy's Playcare yet. Play it, then tell Deirdre Anglin what you would add next.

Make your own game

Pranxy's Playcare was built by Deirdre Anglin 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 Pranxy's Playcare 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 Pranxy's Playcare

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 playable first-person 3D survival-horror investigation game titled “Pranxy’s Playcare,” Chapter One: “They’re Still Waiting.” The player is an investigative journalist who received an anonymous package containing a Gear Up Industries employee keycard and the message “They’re still waiting.” Begin with a full-screen dark, red-tinged title card showing the title, chapter subtitle, story setup, controls, and a red “Enter the Playcare” button. After starting, the entrance locks behind the player and an old music box begins playing.

Set the game in one long abandoned indoor daycare/playcare building, viewed through a first-person camera with mouse look. The layout should include a lobby/reception area near the entrance, a party room on the west side, an arcade/security office on the east side, and a dark indoor playground at the rear. Use a low, water-damaged ceiling, stained dark floors, brown-gray walls, faded red and blue wall trim, fog, deep shadows, flickering colored lights, and a restrained realistic/stylized low-poly horror look. The lobby contains a wooden reception counter and a Pranxy mascot display: a slightly wrong-looking childlike mascot with brown hair covering one eye, cat ears, one visible eye, a striped shirt, blue overalls, red bow tie, white gloves, and oversized mismatched colorful shoes. Include faded signs and posters reading “PRANXY PLAYCARE,” “12 MISSING / NO ANSWERS,” “GEAR UP INDUSTRIES,” “HAPPY BIRTHDAY,” and “RUNNING WILL BE HEARD.” The party room has small tables, chairs, a birthday stage, crates, and toy boxes. The arcade/security area has arcade cabinets, a broken ticket machine, a security desk, and a VCR station. The rear playground has a large yellow jungle-gym frame, red slide, blue ball pit with colorful balls, crates, and a loose vent grate near the ball pit; the vent is the hidden route and chapter endpoint. A maintenance door blocks the rear passage until progression is achieved.

Core controls: WASD or arrow keys move, Shift runs, mouse controls camera look, E interacts, F toggles the flashlight, C opens a security camera feed, and J opens the case journal. Support touch controls as well: a virtual joystick, RUN, LIGHT, and USE buttons, plus touch-drag look. The journalist has no weapon. Movement should collide with walls and objects. Walking produces modest noise and running produces substantially more noise; play occasional footstep audio. Show a centered crosshair and contextual interaction prompt when a nearby interactable is aimed at within approximately arm’s reach.

Implement a battery-limited flashlight that starts on, illuminates the dark environment with a warm cone of light, drains while active, and switches off when empty. Display a top-right Battery bar and Noise bar. The HUD should also show the current objective at top left and bottom-left inventory/status chips such as Evidence count, VHS decoded count, Employee keycard or Maintenance key, Flashlight on/off, and Hidden/Exposed. Display temporary narrative and interaction messages near the bottom center. Objectives should progress from entering the abandoned lobby and finding proof, to finding the maintenance key, decoding VHS clues, and opening the hidden route.

Add Trixy as the only active threat: a pale, ghostlike corrupted weeping mascot/monster with black tear streaks, initially patrolling around the playground. Trixy has patrol, investigate, and chase behaviors. It hears especially loud running/noise within range, investigates the last-heard location, and can see and chase the player when line of sight is clear. The player can reduce suspicion by pointing the active flashlight directly at Trixy; direct light slows suspicion. The player can hide in cluttered zones, specifically near the rear-left crates/ball-pit clutter and the east-side crate area, which changes the HUD to Hidden and interrupts a chase. If Trixy reaches an exposed player, show a static horror message, then reset the player to the lobby and reset Trixy to patrol rather than ending the entire game. Periodically show unsettling messages such as crying through the walls or a broken whisper: “Don’t leave us.”

Create six physical evidence collectibles, each aimed at and collected with E, then removed from the world and added to the case journal: an Anonymous Note near reception saying “They’re still waiting” with a keycard beneath it; Jonathan Angler’s journal in the security area, describing Daniel and the birthday tests and granting the maintenance key; a newspaper clipping about twelve children disappearing across seven months and a red-and-white mascot near the service hall; a Daniel Genners tape in the party room with the line “If Pranxy could make them smile once, he can keep them from leaving”; a child drawing near the ball pit showing Pranxy crying black tears and saying “Trixy knows the tunnel”; and a maintenance blueprint near the arcade describing a false wall and underground storage/observation route. Track eight total evidence entries because two additional entries come from VHS decoding. Display collected evidence in a dark Case Journal overlay opened with J, with red-accented entry cards and a close button. Autosave collected evidence and VHS progress with browser/local save behavior.

Place two recoverable VHS tapes: “VHS-03 Birthday Rehearsal” in the party room and “VHS-07 Service Hall” in the arcade area. The player collects them with E, then uses the security-office VCR. Opening the VCR should pause exploration and show a green monochrome CRT/VHS-style overlay with scanlines, tracking text, explanatory text, and buttons. Each tape presents a clue and a three-symbol memory-order puzzle. For the birthday tape, the displayed clue describes the order RED BOW, CAT EARS, OVERSIZED SHOES, so the correct button sequence is BOW → EARS → SHOES. For the service tape, the clue describes BLACK TEARS, a painted TUNNEL arrow, then Pranxy’s smiling FACE on a locked door, so the correct sequence is TEARS → TUNNEL → FACE. Provide buttons for all symbols, Back, and Close. A wrong symbol resets the input, increases player noise, and causes Trixy to investigate the player’s location. A correct solution adds a decoded evidence entry to the journal and updates the VHS counter. The decoded entries should explain that the birthday rehearsal occurred before the disappearances, Jonathan warned staff to keep Daniel away from service doors, a red-and-white suit waited behind the cake curtain, and that the hidden route under the jungle gym is confirmed with Trixy appearing where Pranxy should be.

Add a security camera overlay opened with C, rendered as a small inset security feed labeled “SECURITY FEED — PLAYGROUND,” showing the jungle-gym area from a fixed camera angle, with a Close button. While overlays are open, pause player movement/look as appropriate. The camera message should note that Trixy hates direct light.

The main progression is: explore and collect evidence; locate Jonathan’s journal to obtain the maintenance key; collect and decode VHS tapes at the VCR; then return to the loose vent grate at the rear playground. If the player tries the vent before obtaining the maintenance key, display that it is bolted shut and Jonathan’s office may contain the key. Once the key is obtained, E opens the vent, removes the maintenance-door collision, displays that it opens into a service crawlspace, and marks Chapter One complete with the objective “you found the hidden route under Pranxy’s Playcare.” Track ending-route clues based on progression: opening the vent can unlock Escape Route, decoding both VHS tapes can unlock VHS Truth Route, collecting all eight evidence entries can unlock Truth Seeker, and completing the vent route with all evidence and both VHS puzzles can unlock Full Evidence Route. Do not add unrelated organizations, experiments, weapons, rooms, or story elements beyond the Pranxy’s Playcare/Gear Up Industries/Daniel Genners/Jonathan Angler/Trixy/twelve missing children storyline described here.

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