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Arcade › Rustwood
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Rustwood was built by Darren 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 Rustwood 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 first-person 3D horror-survival game titled “Rustwood: Family Pizza & Arcade,” set inside a large abandoned pizza restaurant and arcade. Use a dark, moody, low-light presentation: deep green-black fog, rusty/brown tiled floors, dark green textured walls with worn brown marks, pale gridded ceilings, flickering fluorescent-style lights, red emergency lighting during the night, flashlight illumination, and occasional static/scanline screen effects. The building is a connected top-down restaurant map with labeled areas including Loading Dock, Freezer, Walk in Fridge, Kitchen, Employee Restroom, Security Office, Toy Storage, Prize Counter, Arcade, Janitorial Closet, Side Stage, Parts & Service, Manager Office, Show Stage, BackStage, Front Desk, Front Office, Dining Area, Employee Safe Room/Break Room, and Janitorial. Include room name signs, tables and chairs in the dining area, rows of glowing arcade cabinets, counters/desks, a computer in the Security Office, doors, pizza/cup/trash props, and a large RUSTWOOD sign near the stage. Use simple stylized 3D geometry plus loaded low-poly furniture/food props. The player is a human first-person avatar, starting near the front desk/front entrance at approximately the south side of the building. Movement is camera-relative: WASD or arrow keys move forward/back/strafe relative to the view, mouse look uses FPS yaw/pitch with pointer lock, and touch drag looks around. On mobile, provide a virtual joystick for movement, an E action button, and a flashlight button. Show a small center crosshair and a compact HUD at the top: title, current objective, time, power percentage, and trash count; also show a semi-transparent minimap at bottom right with room outlines, the player, remaining pickups, and red animatronic markers at night. The game has three phases. Phase 1 is the cleanup phase: objective “Clean Up Before Shift Begins.” Place exactly 18 small glowing litter pickups throughout the building, visibly illuminated in pale green and varied in simple shapes/colors. When the player is within close range, pressing E (or the mobile action button) collects the nearest item and updates “Trash collected/18.” After all 18 are collected, change to the report phase with objective “Report To Security Office” and tell the player to go to the Security Office. Detect when the player enters that room. When the player reaches the Security Office after cleanup, begin the night phase: objective “Survive Until 6:00 AM.” Intensify fog, turn ordinary lights almost out with irregular flicker, activate red emergency lights, and make the flashlight brighter. Time advances rapidly enough that the night lasts about 360 seconds of game-state time, displayed as an in-game clock progressing to 6:00 AM; start the night around midnight. Begin with 100% power. Power drains slowly over time, with additional drain while either office door is closed and while security cameras are active. The player must survive until 6:00 AM; then show “6:00 AM — Shift Complete” and a survival success message. If an animatronic reaches the unprotected office, show “Shift Failed” and identify the animatronic that entered. During the night, activate four stylized hostile animatronics that navigate along fixed room routes toward the Security Office. They should be visibly constructed mascots/robots with capsule-like bodies, spherical heads, glowing eyes, colored limbs, metal joints/rings, teeth, chest plates, wires, servos, and small mascot-specific features. Include: Rustwood Fox, reddish/orange with green glowing eyes, pointed ears and a tail; Nightshade Raven, black/purple with yellow eyes, beak and wing-like side pieces; Thornhoof Deer, brown with amber eyes and antler-like rods; and Ashen Cat, gray with blue eyes and pointed ears. Their routes should use the visible room names: Fox from Show Stage through Dining Area, Kitchen, Prize Counter, then Security Office; Raven from Side Stage through Prize Counter and Toy Storage to Security Office; Deer from Parts & Service through Manager Office and BackStage, Dining Area, then Security Office; Cat from Janitorial Closet through the F room and Dining Area to Security Office. Move them continuously between route points and show their locations on the minimap at night. Occasionally trigger a nearby scare: briefly place an animatronic several meters ahead in the player’s view, rotate it toward/away from the player, show static, and then return it to its route, with messages such as “Something moved in the dark” or “You hear metal scraping nearby.” The Security Office is the defensive control area. While inside it at night, display bottom-center buttons for “Left Door,” “Cameras,” and “Right Door.” Q toggles the left office door; F toggles the right office door. Closed doors repel an animatronic approaching from that side, but consume extra power. C, or the Cameras button, opens a camera overlay only while the player is inside the Security Office during the night. The camera interface is a dark monitor panel with scanlines/static, camera buttons CAM 01 through CAM 12, and room views represented by text/status for Dining Area, Show Stage, BackStage, Side Stage, Parts & Service, Prize Counter, Toy Storage, Kitchen, Manager Office, Arcade, Janitorial Closet, and Loading Dock. Show either “NO MOVEMENT,” “MOTION: [ANIMATRONIC NAME],” or temporary “// STATIC //” for the selected camera. Use the flashlight toggle L (and mobile LIGHT button) at any time; it is explicitly infinite battery and switches between on/off. Preserve the tense first-person exploration feel, with no combat, focused on cleaning, reporting, monitoring cameras, managing doors/power, and surviving until morning.