Appearance
Arcade › Reaping Death
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Joshua Hopgood built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Reaping Death yet. Play it, then tell Joshua Hopgood what you would add next.
Reaping Death was built by Joshua Hopgood 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 Reaping Death 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 horror escape game titled “REAPING DEATH,” set in an abandoned Saint Brigid school at night. Use a dark, low-poly/primitive Three.js-style visual treatment: nearly black-blue floors and ceilings, very dark school walls forming a compact maze of corridors and rooms, deep blue-green ambient lighting, exponential fog, and sparse cold bluish ceiling/hall lights that subtly flicker. The player’s view is at approximately human eye height, with mouse-look/pointer-lock on desktop and touch look on mobile. The game should begin with a cinematic, click-through intro overlay and camera drift: title “REAPING DEATH,” narration that the player pulls up to Saint Brigid School and it is too quiet; then “THE DOOR,” describing entering a bleach-smelling hallway; then “CRACK,” saying a brick hits the player’s head and everything goes black. After a short blackout, show “…” and explain that the player wakes in the nurse’s office and must find 3 keys to unlock the exit. A Continue button advances each beat, then gameplay begins in the nurse-office area of the maze. During gameplay, provide a first-person flashlight exploration experience. Build a fixed grid-based school layout with walls, enclosed hallways, and open rooms; the player collides with walls and cannot pass through them. The player starts near one end of the map and must explore to collect exactly three glowing gold key pickups placed in separate areas. Keys are small rotating gold rectangular objects hovering slightly above the floor and gently bobbing; walking close to one collects it, hides it, increments the counter, and plays a short synth pickup tone. Put an exit door at another end of the school, represented by a dark blue-gray door-like rectangular object. The player wins only after collecting all three keys and approaching the exit: show an overlay titled “ESCAPED” with text that the exit gives way and cold air hits the player’s face. Add a hostile nun enemy roaming the maze. Represent her as a simple ominous black-robed tapered body, pale head, broad dark veil, and tiny glowing red eyes, with a faint red point-light glow. She patrols by selecting random open cells when the player is distant. She switches to a chase when she can see the player within roughly 10.5 world units with no wall blocking the line of sight, or can hear the player within a shorter radius; sprinting greatly increases the hearing radius. During chase she moves faster than patrol and navigates around walls with simple side-step avoidance. If she gets very close, trigger a full-screen jumpscare: dark/black background, an alarming nun scare image, shaking animation, red “SHE FOUND YOU” text, a “RESTART” button, and a low creepy stinger. Restart reloads the game and returns to the intro. Controls: desktop uses WASD or arrow keys to move, mouse after clicking the canvas to lock the pointer to look around, F to toggle the flashlight, Shift to sprint, and Space to jump. Mobile uses a translucent circular joystick at bottom-left for movement, dragging on the right side of the screen to look, a SPRINT button, and a FLASH button. Hide the mobile controls on wide desktop screens. Sprint should move substantially faster but drain a stamina meter; stamina regenerates while not sprinting. Jumping should use simple gravity and floor collision, with no combat or weapons. The flashlight begins ON and is a strong cool-white spotlight attached to the camera, aimed where the player looks, with subtle intensity flicker; it illuminates the otherwise very dark foggy corridors. Toggling it updates the HUD between “ON” and “OFF” and plays a small tone. Low stamina can make the light flicker more strongly. Use minimal synthesized audio: short tones for pickups and flashlight toggles, a harsher spotted/chase cue, a jump-scare stinger, and a small jump tone. HUD should remain over the 3D view in restrained pale blue-white text: “REAPING DEATH,” subtitle “Find 3 keys. Avoid the nun. Unlock the exit.”, pill indicators “Keys: 0/3” and “Flashlight: ON,” plus a horizontal Stamina bar with cyan/blue-green fill. Include a small contextual hint near the bottom such as “Click to start (pointer lock). F flashlight. Shift sprint.” and update it after pointer lock to explain finding keys and avoiding the nun. Use translucent rounded panels, subtle borders, and a moody dark radial overlay for narrative screens. Keep the overall tone tense, sparse, foggy, and nocturnal; the central gameplay loop is navigating the maze with limited visibility, managing sprint stamina, collecting three keys, avoiding the patrolling/chasing nun, and reaching the exit.