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Quiet Reel

  • 3d
  • first-person
  • horror
  • atmospheric
  • puzzle
  • rhythm
  • cinematic
  • retro
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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. Amitha Chandran built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Quiet Reel yet. Play it, then tell Amitha Chandran what you would add next.

Make your own game

Quiet Reel was built by Amitha Chandran 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 Quiet Reel 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 Quiet Reel

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 first-person 3D atmospheric horror/foley game titled "Quiet Reel." Set it in a dark 1927 film foley stage: an enclosed studio with a broad wooden prop table in the center, dark floor, walls and ceiling, a large framed silent-film projection screen on the back wall, and a monochrome projected image containing a door-like silhouette, ground strip, and pale moon. Use Three.js-style real-time 3D, FPS camera and movement, WASD or arrow keys to move, mouse look, E to interact, Space to strike/record in rhythm, Q to skip a take, and a clickable on-screen REVERSE button (also R) with three charges. Use very low-key lighting: warm amber/brown directional light and small practical lights, cool dim projector illumination, heavy black fog, shadows, deep blacks, and a muted sepia/charcoal palette. Add a subtle animated horizontal scanline/grain overlay and strong vignette for an old film/projector look.

The player starts near the front of the table, facing the screen. Place interactable props across the table: a pair of leather shoes on the left, a shallow metal tray of small gravel near the middle, a folded black cloth to the right, and a horizontal metal door handle farther right. Also place a metal film reel and a small amber desk lamp on the table, but only the shoes, cloth, and door handle are required sequence props. The game is a three-reel sound-recording sequence. Reel 1 is FOOTSTEPS and requires the leather shoes; Reel 2 is CLOTH and requires the black cloth; Reel 3 is VOICE and requires the door handle. The gravel tray is present as a decoy and is not one of the required props.

When the player approaches a table prop, show a contextual prompt. For the correct current prop, show an E pickup instruction; for an incorrect prop, show "That is not the sound the film is asking for." If the player presses E on the correct prop, begin a take, display its silent-film caption, and replace the normal help with a timing instruction: "Press SPACE in time with the silent action" plus progress. Each successful Space press records one beat, raises the PRESENCE meter, and makes a barely visible hollow humanoid presence appear and subtly shift in the room. Require 4 beats for FOOTSTEPS with caption "A woman crosses the room.", 5 beats for CLOTH with caption "The curtain breathes.", and 6 beats for VOICE with caption "A voice waits behind the door." On completion, advance to the next reel and tell the player to move to the next prop. Pressing E on a wrong prop should also increase presence slightly and show a brief warning such as "Wrong sound. The room remembers it." Q during an active take abandons/skips it, reports that the take is unfinished, and leaves a gap rather than advancing.

Track a PRESENCE percentage starting at 0 and display it as a horizontal meter in the upper-right. Correct beat presses raise it by 4.5 percentage points, completing a reel adds 8, and wrong props add 7, capped at 100. Once presence exceeds 35%, make the hollow presence visible: a translucent nearly-black capsule-like human silhouette with a faint warm ring on the floor, gently bobbing/rotating in the dim room. The REVERSE control spends one of three charges, lowers presence by 18, moves the presence backward through the room, and displays "REVERSE — the room folds back." Disable it when charges run out or the game is finished.

After all three reels are completed, stop normal progression, set the reel display to SEALED, keep the presence visible, and show an ending based on presence: below 65%, show "THE LAST FRAME CLOSES AROUND IT." and "Ending: sealed in the film"; at 65% or higher, show "THE LAST FRAME OPENS." and "Ending: let it out." Keep the game restrained and cinematic rather than action-oriented.

HUD layout: upper-left title "QUIET REEL" and subtitle "FOLEY STAGE 03 / 1927"; centered at the top show "REEL 01 / 03" and the current name (FOOTSTEPS, CLOTH, or VOICE); upper-right show "PRESENCE 0%" and its meter; centered lower area show contextual interaction text such as "The table waits in the dark."; below it show the controls help; bottom-right show the bordered REVERSE button and remaining count. Temporarily show large centered serif captions for the reel story and short event messages. Render all UI in aged cream, tan, amber, and muted brown monospace/serif typography with text shadows, keeping the screen nearly black and the projected image barely readable.

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