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Ray Moon

  • 3d
  • third-person
  • horror
  • stealth
  • collectathon
  • werewolf
  • mobile-friendly
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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. Raymond built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ray Moon yet. Play it, then tell Raymond what you would add next.

Make your own game

Ray Moon was built by Raymond 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 Ray Moon 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 Ray Moon

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 Three.js-style 3D third-person stealth horror game titled “Ray Moon.” The setting is Northpass High’s enclosed school courtyard at night, rendered in a dark, low-poly, mature horror style: nearly black-blue sky and fog, cold blue moonlight, long soft shadows, a dark paved courtyard with a central wet-looking walkway, an empty faded basketball court on the left, a large school building at the far/north end, scattered sparse black pine trees, and a locked dark-red exit gate behind the school. Use simple low-poly geometry and subdued navy/charcoal materials with pale blue highlights. The game should open with a full-screen start overlay titled RAY MOON, describing Ray as a 16-year-old student stuck at school after basketball practice and offering a START NIGHT button.

The player controls Ray in a close, over-the-shoulder third-person camera. Ray is a small dark-clothed humanoid student; when transformed, hide him and show a larger dark werewolf model. The camera smoothly follows from behind and above, aimed at the player, and the player can rotate it by dragging the mouse horizontally. Movement is relative to camera direction: WASD or arrow keys move, with a virtual joystick on touch devices. Keep the player inside the roughly 56-by-56 courtyard and prevent passage through the surrounding low walls, school building, and gate area. Human movement speed is about 4.4 units/second; werewolf movement is faster at about 7.1 units/second. Use idle, walk/run, and werewolf gallop animations if available.

The central objective is to collect five floating moon fragments, then escape through the red gate at the north end. Place five pale blue-white glowing octahedral crystals that rotate and bob gently, each with a small blue point-light glow, at approximately these courtyard coordinates: (-12, 9), (10, 4), (-17, -4), (14, -11), and (0, -22). A fragment is collected when Ray comes within about 1.35 units; hide it, increment the counter, increase moon strain by 24 percentage points, play a short bell/impact sound, and show a temporary message. After all five are collected, display a message telling the player to reach the red exit. If the player reaches within about 3.2 units of the gate at (0, -25), trigger the win state, play the bell, and display: “Ray breaks through the gate and vanishes into the woods. Night one survived.”

Add three simple shadowy hall monitors made from dark capsule bodies and spherical heads. Each monitor has a translucent warm-yellow flashlight cone projecting forward, visibly indicating its detection area. Patrol them continuously along these routes: monitor 1 between (-9, 12) and (-9, -12); monitor 2 between (12, -13) and (6, 8); monitor 3 between (-12, -15) and (12, -15). They move slowly back and forth. If Ray is inside a monitor’s detection range and in front of its flashlight direction, increase suspicion over time; detection range is about 5.7 units in human form and 8.5 in werewolf form, with a close-range catch radius of about 2.3 units. Human detection adds suspicion at roughly 16 per second, while shifted detection adds roughly 28 per second. Werewolf form also passively raises suspicion by about 1.2 per second anywhere. At suspicion 100, stop gameplay and show a loss message: “Caught. The school calls Ray a monster before he can choose who he is. Press R to retry.” Pressing R resets the fragments, player position, strain, suspicion, and transformation.

Track moon strain from 0 to 100. While human and below 100, strain rises slowly at about 1.6 per second, and collecting fragments raises it as described above. Press F on keyboard or the on-screen SHIFT button to transform only once strain reaches 100; pressing it again changes back to human. If strain is not full, show a message explaining that Ray must collect fragments until he cannot hide it. Transformation toggles the visible player model, plays the bell sound, and displays a message that Ray is faster but every monitor can hear him. While shifted, Space or the on-screen HOWL button has a 4.5-second cooldown; it plays the bell and stuns every monitor within 10 units for 2.5 seconds, temporarily reducing its flashlight cone opacity and stopping its patrol/detection.

Use a fixed transparent HUD over the 3D view. At top-left, show a dark translucent bordered panel with the uppercase title “RAY MOON” and objective text: “Ray is late after basketball practice. Find 5 moon fragments before the hall monitors catch what he is becoming.” At top-right, show “Moon strain 0%” with a horizontal progress bar, plus “Fragments 0 / 5 · Suspicion 0.” The implemented game also shows “Trust 0 · Control 50” in this panel; display these as static values if reproducing the interface, but do not build extra mechanics around them. At the bottom center, show temporary dark translucent narrative/status messages. On desktop show a bottom-right control hint: “WASD move · Drag mouse rotate camera / F shift · Space howl while shifted.” On touch devices show a large translucent circular left joystick at bottom-left and circular HOWL and SHIFT buttons at bottom-right (with HOWL placed left of SHIFT). Make the interface responsive and preserve the moody, readable pale-blue/white typography.

Use cold hemisphere and directional moon lighting, visible shadows, black-blue fog, and a red point light near the exit. Suitable CC0-style assets can be used for the humanoid student, wolf, school building, desks, and bell impact sound, but the essential visual identity is the dark low-poly courtyard, glowing blue fragments, yellow flashlight cones, red gate, and two-form player. Do not add dialogue choices, functional talking, locker inspection, inventory, weapons, or other systems: the actual play loop is movement, fragment collection, stealth around patrol monitors, transformation/howling, and escaping through the gate.

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