Arcade › Raniban
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sneha Kunwor built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Raniban yet. Play it, then tell Sneha Kunwor what you would add next.
Raniban was built by Sneha Kunwor 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 Raniban 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.
Create a browser-based first-person 3D atmospheric horror exploration game titled “Raniban: Shadows of the Pipal Tree.” Use Three.js-style real-time 3D rendering with a 70-degree perspective camera, dark cinematic color grading, soft shadows, exponential green-black fog, and a nearly black rainy-night background. The player character is Preeti, represented in the world by a dark red kurta/suruwal capsule body (it can be hidden in first-person). Begin with a centered title menu over the dark forest scene: large uppercase “RANIBAN” with a subtle red glow, italic subtitle “Shadows of the Pipal Tree,” and buttons for “Start Game,” “Know About the Game,” and “Leaderboard / Records.” The About panel explains that Preeti is lost in Kathmandu’s Raniban forest during a midnight storm, must light sacred lamps, and escape a legendary Boksi; the records panel reads a locally stored fastest escape time or “No escape yet.” When Start Game is selected, show a short prologue screen with four story lines appearing sequentially, each held for roughly 2.6 seconds, with a “Skip prologue” button: late afternoon, three friends enter Raniban; rain swallows the trail and bangles ring in the fog; at 03:00 AM the Pipal tree wakes and Rohan and Aashish disappear; Preeti is alone and must light the sacred lamps then find the highway gate. Then enter gameplay. Gameplay is a first-person walk through a narrow muddy forest path extending along the Z axis, starting at approximately (0, 1.05, 25), with movement using WASD or arrow keys, mouse click to look around, Shift to run, Space to jump, and E to interact near a lamp. Use an FPS controller with normal gravity and jumping. The scene should contain a large dark muddy ground plane and a narrower brown muddy path, dense stylized low-poly forest vegetation using broad trees, bamboo clusters, and dead trees along both sides. Add heavy rain as about a thousand pale blue-green falling particles across the forest; the rain should continuously fall and recycle from ground level back to a high ceiling. Use dim hemisphere lighting, cool moonlight with shadows, and warm orange point lighting around lamps. The core objective is to find and light exactly three sacred oil lamps, then reach the highway gate at the far end of the path. Place the lamps along the route approximately at (-3,16), (4,2), and (-3,-15). Each lamp is a small brown/orange low-poly oil-lamp form with a cylindrical base and glowing flame. Initially the HUD says “Find the three sacred oil lamps.” When Preeti is within about 2.2 world units of an unlit lamp and presses E, light it, change its flame to a brighter pale-gold color, increment the lamp counter, and update the objective to “Find the remaining 2 sacred lamps,” then “Find the remaining 1 sacred lamp,” and finally “The illusion wall is broken. Reach the highway gate.” Set a checkpoint at the player’s location whenever a lamp is lit. At the end of the route, around z=-29, build a simple wooden highway exit gate with two tall posts, a crossbeam, and a dark red sign. The gate only completes the game after all three lamps are lit; if the player reaches it early, they cannot win. Once all lamps are lit and the player reaches z less than -27, show a centered end overlay reading “ESCAPED,” subtitle “The highway lights cut through the rain,” the recorded escape time in seconds, and a “Return to the forest” restart button. Store the fastest/current escape time locally so it appears in the Records panel. Add the supernatural threat Boksi: a nearly black, faintly reddish-emissive low-poly witch silhouette made from a pointed cone-like cloak and a round head. Keep it hidden initially. Reveal it once the player has progressed more than about 35 percent of the route. It appears behind/ahead of the player in the fog, turns to face Preeti, and when within roughly 14 units gradually increases a danger value while moving toward a point behind the player; when it is very close, around 1.45 units, reset Preeti to the most recently lit-lamp checkpoint, clear danger, hide the witch, and display “The Boksi slipped back into the fog.” The danger meter should drain when the witch is distant. Use the danger text states “The rain hides everything.” at low danger, “Something is moving through the fog.” at medium danger, and “Bangles ring behind you. Run.” at high danger. The witch should have a dim dark-red point light nearby. Overlay HUD during play: a translucent black box at top-left with a gold vertical border, bold “PREETI,” the current objective, a horizontal danger meter whose colored fill shrinks as danger rises, and the danger message. Put a small pale crosshair at screen center. At bottom center show control instructions: “WASD / arrows to move · click to look · Shift to run · Space to jump · E near a lamp”; change it contextually to “Press E to light the sacred oil lamp” near an unlit lamp and “The gate is open — keep moving” near the unlocked exit. Preserve the restrained visual style: black/green fog, muted brown path, red-brown accents, warm lamp flames, serif typography, gold borders, and subtle red glow. Do not add weapons, combat, inventory, enemies beyond the single Boksi, or objectives beyond lighting the three lamps and escaping through the gate.