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RUST GARDEN

  • 3d
  • fps
  • horror
  • ps1
  • retro
  • survival
  • low-poly
  • browser
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. Daxdac built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about RUST GARDEN yet. Play it, then tell Daxdac what you would add next.

Make your own game

RUST GARDEN was built by Daxdac 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 RUST GARDEN 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 RUST GARDEN

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.

Recreate “RUST GARDEN” as a browser-based first-person PS1-style horror FPS prototype, using a very low-resolution, pixelated presentation. The player starts in a dark enclosed basement complex and sees through a 72-degree first-person camera. Render the 3D scene at roughly 340x240 with nearest-neighbor scaling, hard color quantization, animated grain/noise, black fog, and a strong vignette. Use crude low-poly placeholder geometry, flat/shaded brown-gray materials, almost no shadows, and an oppressive black background. The level is a roughly 40x40 meter square arena bounded by thick walls, with internal divider walls forming corridors and rooms: vertical dividers around x=-6 and x=6, horizontal dividers around z=-6 and z=6, additional wall sections near x=12, x=-12, and x=-14, plus four simple brown crates. The floor is dark charcoal and the walls are dusty gray-brown. Place three ceiling/floating point lamps with small glowing rectangular fixtures, in muted brown, blue-gray, and brown tones; they flicker and each lamp permanently goes dark approximately every 60 seconds.

The player begins at approximately (0,14), carrying a simple blocky dark pistol visible at the lower right. The gun is a rectangular barrel and grip with a brief pale yellow muzzle flash, recoil, and reload animation. Use mouse movement to look, WASD to move, Shift to run, Space to jump (the jump produces a footstep/noise sound), left mouse button to fire, Q to reload, E to use a nearby medkit, and R to use morphine. Capture the mouse pointer after pressing the start button and show a pause overlay when pointer lock is lost. The player has a six-round magazine and 18 reserve rounds initially; shooting is semi-automatic with a short fire delay, and reloading fills the magazine over 1.5 seconds, or twice as long after an arm injury.

Place exactly three hostile low-poly humanoid bots: each is a red-brown faceted cylinder-like body with a small brown head, starting around (-14,-14), (14,14), and (-14,14). They continuously pursue the player with simple wall-sliding movement, stop closing in when within about 6 meters, and periodically fire if they have line of sight. Their shots have a chance to inflict an injury based on distance. The player’s hitscan pistol ray can hit enemies, with three body hits needed to kill and a head hit killing instantly; wounded enemies can emit a scream, and dead enemies fall over with a simple rotation/ lowering animation. There is no conventional HP bar: communicate condition through a Doom-like pixel-art face portrait in a 128x128 box at the lower left. Draw the face procedurally in blocky pixels, with states for normal, bleeding/blood streak, leg pain, chest pain, morphine, insanity/broken, and death.

Implement the injury system: incoming damage can affect a leg, arm, chest, head, or an unknown back hit. A head injury kills immediately. The first leg injury reduces movement speed, a second leg injury makes movement extremely slow and lowers the camera into a crawl posture. An arm injury triples weapon spread and doubles reload time. A chest injury slightly reduces speed, causes camera shake, and adds a blurred/unstable view. Injuries add bleeding, visible as blood in the face portrait and accompanied by occasional drip sounds. Enemy fire interrupts healing. After each injury, roll an escalating insanity chance: the first injury has no chance, then roughly 60%, then 96%, and effectively 100% on later injuries.

When insanity triggers, stop the music, hide the gun, drop a small pistol model onto the floor, show the broken/tear-streaked face, and enter an approximately eight-second sequence: the camera gradually lowers as if the player falls to their knees, then a self-inflicted gunshot and bright white flash occur, followed by a three-second fade toward black. Usually kill the player, but allow a small chance to survive; on survival return to play with the gun restored and temporarily shaky hands/aim. Morphine is a blue pickup that is automatically collected when approached; it lasts 30 seconds, substantially reduces global audio volume, blurs the image, halves weapon spread, and on expiry causes temporary shaky hands. Medkits are green pickups that must be approached and activated with E; healing takes three seconds in place and then clears leg, arm, and chest injuries while reducing bleeding. Show a bottom-center contextual prompt such as “E — ЛЕЧИТЬСЯ”, “R — МОРФИН”, or “ЛЕЧЕНИЕ...”.

HUD: keep a small white crosshair at screen center, the pixel face portrait framed at lower left, and large muted beige ammunition text at lower right reading “6 / 18” initially, with the reserve number smaller and darker. Use Russian text throughout the interface. The title/start overlay must be nearly black and centered, with a large muted beige “RUST GARDEN”, the subtitle “PS1 HORROR FPS · SINGLE PROTOTYPE”, and explanatory text stating that the player is in a dark basement complex, three bots are searching, and condition must be read from the face because there is no HP bar. List controls in Russian: “WASD движение”, “МЫШЬ обзор”, “SHIFT бег”, “ЛКМ выстрел”, “Q перезарядка”, “ПРОБЕЛ прыжок(шум)”, “E аптечка”, “R морфин”, with a bordered button labeled “ВОЙТИ”. On death show a Russian death overlay “ТЫ МЁРТВ” with a “ЗАНОВО” button; after losing pointer lock show “ПАУЗА” and a continue button. Use a dark, restrained palette of black, charcoal, rust red, dusty brown, desaturated blue, beige text, and occasional white flashes. Add procedural low-fi audio: a low bass/drum loop and hum, footsteps, gunshots, reload/pickup blips, enemy screams, heartbeat that accelerates as enemies approach, injury pitch shift, drips, morphine/healing gulp, and death/insanity sounds. The prototype’s core loop is to navigate the maze, locate/use supplies, manage ammunition and injuries, and shoot or survive the three pursuing bots; do not add an unrelated score, inventory screen, map, or extra enemies.

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