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Arcade › Shadow Hide

Shadow Hide

  • 3d
  • stealth
  • hide-and-seek
  • investigation
  • arcade
  • third-person
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. M. D Sarma built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shadow Hide yet. Play it, then tell M. D Sarma what you would add next.

Make your own game

Shadow Hide was built by M. D Sarma 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 Shadow Hide 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 Shadow Hide

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 3D game titled “Shadow Hide,” a dark, low-poly warehouse hide-and-seek investigation game. The player is the Seeker, moving a small blue character through a compact square room and using a strong blue-white flashlight to identify eight hiders disguised as ordinary furniture props.

Use a third-person, over-the-shoulder camera: keep the camera about 5 units behind and 4.1 units above the player, looking ahead in the player’s facing direction. The player begins near the south side of the room at approximately (0, 6.6), facing north, and can move within a roughly 18-by-18 unit square bounded by dark walls. Movement is relative to the camera/player yaw: WASD and arrow keys move forward, backward, and sideways, with normalized diagonal movement and speed around 4.6. Prevent the player from leaving the room and push the player away from nearby props. On desktop, let the player drag horizontally on the 3D view to turn/aim; on touch devices provide a visible four-direction D-pad. Keep a central square crosshair and show a floor aim ring several units in front of the player.

Build the room as a shadowy warehouse interior with a dark blue-gray floor, visible blue grid lines, four low walls, fog, soft moonlike overhead lighting, and colored accent lights/glowing floor strips: blue accents near the northwest/southwest and central paths, amber near the east shelving, violet in the northwest corner, and mint green near the south/east safe area. Use a dark blue-black background and progressively reduce ambient and overhead light, increase fog, and reduce flashlight range as the round progresses. Use low-poly furniture styling, ideally Kenney Furniture Kit models: chairs, desk chairs, closed cardboard boxes, tables, floor lamps, and table lamps. Arrange many decoys throughout the room in rows and corners, including shelves made from three horizontal boards with posts along the north, west-central, and east-central areas. The actual layout should contain about 32 props, with exactly eight secretly designated hiders among them. Hiders should initially look exactly like their furniture disguise and be indistinguishable from decoys except through clues.

The core objective is to find all 8 hiders before the 180-second round ends. The flashlight is a directional spotlight attached to the player, with a fairly narrow cone, approximately 6.6-unit effective detection distance, and a forward-cone threshold around dot product 0.82. Press Space or tap/click a large blue “SCAN” button to scan the closest unfound hider currently inside that flashlight cone. Every scan consumes about 2.3% battery and has a short 0.55-second cooldown; scans that hit nothing display “Nothing there. Battery wasted.” Battery also drains continuously at approximately 2.4% per second, starts at 100%, and the flashlight becomes weaker and shorter-ranged as battery falls. At zero battery, leave only a very dim short flashlight. Scanning the correct suspicious prop increments Found, hides the furniture disguise, makes a green-blue reveal aura, and reveals a low-poly character avatar standing where the prop was, facing the Seeker and playing a simple affirmative/idle animation. Show a toast such as “Found a real player disguised as a chair!” using the appropriate prop label (lamp, chair, box, or table).

Every 30 seconds of elapsed round time, all remaining unfound hiders should briefly pulse with a small cyan glowing aura for about two seconds and play a short high-pitched beep, with a toast clue such as “Listen — the hidden players just gave themselves away.” Make the pulse subtle but visible through the dark room. The room’s darkness should be tied continuously to remaining time: at 3:00 it is readable but dim, and near zero it is substantially darker and foggier.

Win immediately when Found reaches 8: show a centered dark translucent result modal titled “All Found,” explain how much time remains, and provide a “Hunt Again” button. Lose when the timer reaches zero: stop the round and show a centered modal titled “Shadows Win,” explain how many hiders were found, and provide a “Try Again” button. The initial state should show a centered start/instructions modal titled “Shadow Hide” with the text that the player is the Seeker and must find disguised hiders before the room goes dark, plus bullets explaining that hiders look like chairs, boxes, and lamps, they glow and chirp every 30 seconds, and the flashlight battery drains. Start with Found 0/8, Time 3:00, Battery 100%, and no active round until “Start Hunt” is pressed.

Design the HUD as clean futuristic translucent dark panels with thin blue borders and cool white typography. Across the top display the title and “You are the Seeker,” then separate large stat panels for “Found 0 / 8,” “Time 3:00,” and “Battery 100%.” At the bottom show the control hint “WASD / arrows move · drag to aim · Space or tap SCAN on suspicious props.” On mobile, show the translucent arrow D-pad at bottom-left and a large blue gradient SCAN button at bottom-right; hide the D-pad and scan button on wider desktop layouts where keyboard controls are available. Include a subtle cyan crosshair at screen center and temporary toast messages near the upper-middle of the screen. Use realtime 3D shadows, ACES-style filmic tone mapping, fog, emissive cyan/colored light effects, and low-poly character/furniture models to match the dark blue sci-fi warehouse appearance shown in the reference.

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