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Arcade › Shelter of SurSur
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Shelter of SurSur was built by Apéro Kjkjj 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 Shelter of SurSur 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.
Recreate a dark, low-poly, mobile-friendly 3D exploration horror game titled “Shelter of SurSur: The Dark Road.” Use Three.js-style first/third-person follow camera: the player character is represented mainly by an invisible/empty avatar marker named Jack SurSur, while the camera follows from behind and above at roughly (player x, player y+4, player z+7), looking slightly forward down the road. The world is a long straight forest road running along the Z axis, surrounded by a flat dark green ground and dense exponential blue-black fog. Use a nearly black teal night palette, simple block geometry, restrained lighting, and no detailed textures: muted gray road, repeated small brass/gold center road markings, brown rectangular tree trunks with chunky dark-green cubic crowns, and a few areas of dead brown trees. Start the player at the southern/end area of the road near z=110, beside an abandoned dark blue-gray pickup truck. The road is about 18 units wide and extends through the environment. Build a sequence of sparse locations and landmarks: a house around x=26,z=-12, a shelter/listening-post building around x=-24,z=-24, a lake at x=25,z=54, a wooden bridge near the lake, a tall blue-green waterfall around x=18,z=75, a warehouse around x=-27,z=48, and an old farm building around x=28,z=90. Buildings should be simple box walls with flat wooden floors/roofs, using gray-brown wall materials. Populate the roadside with repeated groups of eight simple trees at intervals from approximately z=-120 to z=100; include a dead-tree group around the Fog Hollow area. The goal is to investigate the road and complete a linear supernatural mystery, recover a battery and fuel, then return to the pickup and escape. Begin with a full-screen in-world HUD/instruction panel saying “SHELTER OF SURSUR: THE DARK ROAD,” showing the current zone, objective, clue count, keys, and health. Initially show “The Dark Road,” objective “Tap to begin; search the abandoned pickup,” “Clues 0/8 Keys 0 Health 100,” and instructions: “Landscape only • Left side: move • Right side: look • Tap near objects to interact,” plus “Tap the screen to begin.” On the first tap, hide/start the title state and set the first objective to “Search the abandoned pickup for a way to restart it.” Keep the HUD visible as a translucent charcoal panel near the camera, with pale blue-gray text and brass accents. Show the latest few journal clue titles below a “Journal” heading as clues are found. Implement the actual interaction chain and gate progression. Tapping/releasing near an interactable object (or pressing E) activates the nearest object in range. The pickup at the start adds the road clue (“The road was closed after three convoys vanished at the same mile marker.”) the first time. The player then follows the road to backward human footprints in the forest near x=-8,z=-72; interacting adds “The footprints are human-sized, but the toes point backward.” Next collect the brass key in Fog Hollow near x=-1,z=-45. The brass key unlocks the old house; interacting at the house near x=26,z=-12 adds the calendar clue (“The house calendar stops on the night of the first radio broadcast.”), then interacting again near its attic adds the attic clue (“Jack SurSur marked this road for closure before anyone disappeared.”). After that, investigate the shelter near x=-24,z=-24 to add “The shelter was a listening post built to imitate the sound beneath the lake.” Then reach and interact with the waterfall/cave area near x=18,z=75 to add “Every creature avoids the waterfall except when the bell in the cave rings.” Once the lake clue is obtained, interact with the warehouse at x=-27,z=48 to acquire a battery key/item and update the objective to finding fuel. After the battery is obtained, interact with the old farm at x=28,z=90 to acquire fuel and add “The road remembers anyone who tries to leave.” Finally return to the pickup: if both battery and fuel are present, mark the escape ready and update the objective; otherwise display “The pickup needs a battery and fuel.” When escape is ready and the player travels beyond the far end of the road (z>112), set the objective to “You escaped the Dark Road.” Use these zone names as the player progresses along Z: “The Dark Road” for z below -95, “Dense Forest” from -95 to -70, “Fog Hollow” from -70 to -45, “Dead Trees” from -45 to -10, “Old Logging Camp” from -10 to 5, “Hidden Trail” from 5 to 30, “The Clearing” from 30 to 55, “Creature Territory” from 55 to 82, “Old House” from 82 to 112, “The Shelter” from 112 to 130, and retain a final dark-road/escape area beyond that. (The HUD’s zone should update as the player crosses these Z thresholds; preserve the code’s landmark placement even where the narrative names overlap.) Use the full objective sequence: search the pickup, follow footprints, find brass key, unlock house, read attic log/locate shelter, restore power at shelter, cross bridge to waterfall cave, recover battery from warehouse, find fuel at old farm, return to pickup and escape. Include three simple hostile/ominous block creatures as visible dark rectangular silhouettes: “The Watcher” near (-18,1,-30), which turns to face the player and subtly bobs but does not directly damage; “The Listener” near (8,1,24), which moves toward the player when the house has been investigated and damages health when within 3 units; and “The Patrol” near (-4,1,72), which continuously patrols in a sinusoidal path around its base, also damaging health within 3 units. Health starts at 100 and decreases over time while close to the Listener or Patrol; display rounded health in the HUD. Keep these entities primitive and unsettling rather than detailed. Controls must support touch and desktop: tapping once starts the game; pointer dragging/swiping controls movement direction, with horizontal drag moving left/right and vertical drag moving forward/backward, and releasing also attempts nearby interaction. Support WASD keyboard movement and E for interaction. Movement is simple, slow, damped velocity-based motion at about 5 units per second, with no combat, jumping, weapons, or invented inventory systems beyond the displayed clues and keys/items. Save progress in local storage under a persistent save key and restore it on reload, including flags, clues, keys, objective, health, and graphics setting. Provide low/medium/high rendering quality behavior if exposed, changing pixel ratio, shadows, and lighting intensity. Keep the presentation atmospheric and minimal: fog, cool hemisphere light, a pale directional light, dark ground, road, geometric landmarks, and the translucent journal/objective HUD are the defining visual style.