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Siren Descent

  • top-down
  • horror
  • survival
  • pixel-art
  • arcade
  • exploration
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. Carnosaurus built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Siren Descent yet. Play it, then tell Carnosaurus what you would add next.

Make your own game

Siren Descent was built by Carnosaurus 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 Siren Descent 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 Siren Descent

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 browser game titled "Siren Descent" (the in-game heading may read "Siren Head: Descent into Madness"), a dark top-down Atari/pixel-horror survival exploration game. Use a Three.js orthographic camera looking straight down at a large 70x70 forest grid, with the camera smoothly following the player. Render with chunky low-resolution nearest-neighbor pixelation, a crushed limited-color palette, subtle dithering, strong exponential fog, and a dark vignette. The scene should be extremely dim and eerie: dark blue-black ground tiles, occasional slightly lighter path tiles, dense dark green blocky tree crowns on brown trunks forming obstacles and a border, and a small cool point of light following the player like a weak flashlight. Use simple runtime-generated pixel-art billboard sprites with hard rectangular pixels and no smoothing.

The player is Thormod, a small child sprite wearing a bright blue shirt and dark blue pants, with a peach face and brown hair. His sprite has front, back, and side versions: show eyes when facing down, no eyes for the back, and flip the side sprite horizontally based on movement direction. Start him near the lower-left/start clearing beside a cyan-blue Dacia Lodgy-like car. The car is a simple top-down cyan vehicle with dark windows and wheels, and it is the extraction point. The forest is generated deterministically with scattered blocked tree cells, a meandering cleared route, a more open starting clearing, and another clearing near the far end. Movement collides against tree cells using axis-separated AABB collision.

Core objective: explore the dark forest, collect all 9 red fuel-can pickups, then return to the car and escape. Fuel cans are distributed across walkable cells, kept away from the starting car and spaced apart. They are small red pixel-art cans with a pale cap/detail and disappear when collected. Press E near a fuel can to pick it up; display a message such as "Picked up fuel can (n/9)." Pressing E at the car before all fuel is collected reports how many more cans are needed. Once all 9 are collected, reaching the car automatically triggers the escape and a fade to black. A full-fuel escape normally produces "Desperate Escape"; if the player left the radio and ignored the shortcut, produce the safer "Quiet Escape" ending. On death, produce "Lost to the Sirens." Press R to restart after either ending or game over, rebuilding/resetting the pickups and hazards.

Add a tall, thin Siren Head enemy represented by a large pixel billboard: brown-gray legs and torso, dark neck, and two metallic gray siren horns at the top. It begins far from the player and patrols among three fixed waypoints. If the player enters its normal 8.5-unit detection radius, it switches to chase. Sprinting while moving makes noise and increases detection radius to 12 units; carrying the radio also uses the noisy 12-unit radius. During noisy pursuit or while carrying the radio, Siren Head moves at 6.2 units, otherwise 4.4 units. It returns to patrol only after escaping beyond 1.25 times the applicable detection radius. If it reaches the player, attack at most once every 1.1 seconds, remove one health point, knock the player back, and grant about one second of invulnerability. The player has 3 health points; reaching zero ends the game. Play a warbling siren tone whose volume increases as the enemy approaches, with a low rumble when close, plus short synthetic pickup/choice/hit beeps. Audio should initialize on the first click or key press.

Give the player a stamina resource: normal movement is 5.2 units and holding Shift while moving raises speed to 7.8, draining a 4-second stamina pool at roughly 0.95 per second. Stamina recovers at roughly 0.65 per second when not sprinting. Sprinting noise should make Siren Head hear and chase the player more easily. Arrow keys should work as alternatives to WASD. The player can move during normal play but movement should stop while a choice prompt is active.

Place 18 static dark red translucent square snare patches on walkable forest cells, avoiding the starting area. Stepping within a patch slows movement and, once per trap, causes a small damage hit/knockback; visibly increase that trap's opacity after it is triggered. There are two colored flat square clue markers: a yellow marker for a smashed radio and a green marker for a muddy map note. The radio is in the forest and, when the player presses E nearby, show a choice prompt: "A smashed radio crackles. It might help you navigate... or give you away." Choice [1] Take the radio sets gotRadio true, hides the marker, displays that static feels loud, and permanently makes detection/noisy chase behavior more dangerous; [2] Leave it displays that silence is safer. The map note prompt should say it shows a shortcut to the car but looks hurried. Choice [1] Follow the shortcut sets usedShortcut true, moves Siren Head 18% toward the player, and spawns 4 additional nearby snare patches; [2] Ignore it displays that the player chooses slow and steady. After either clue has been triggered, leave its marker faintly visible rather than fully removing it (the taken radio marker is hidden when selected).

The HUD overlays the canvas in a monospace pixel-console style. At the top show the heading "Siren Head: Descent into Madness" and the controls hint "WASD move • Shift sprint • E interact • 1/2 choose". Below show three horizontal labeled gauges: HEALTH (3-hit health, green/yellow/red based on remaining health), STAMINA (yellow/orange), and FUEL (blue/green, progressing from 0 to 9). Center a translucent dark message box near the top for narrative, pickup, danger, and car messages. Show clue choice dialogs in a translucent dark panel near the bottom with the prompt and two labeled options [1] and [2]. Use fade-to-black transitions for restart, death, and escape. Begin with narrative messages explaining that Thormod is lost and must find 9 cans and return to the car, followed by the tip that E interacts and sprinting makes noise. Keep the visual presentation almost black, foggy, sparse, and oppressive, with no firearms or combat attacks for the player: survival depends on movement, stamina management, avoiding traps, and escaping Siren Head.

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