Appearance
Arcade › Slaughtered Isle
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ross Cooner built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Slaughtered Isle yet. Play it, then tell Ross Cooner what you would add next.
Slaughtered Isle was built by Ross Cooner 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 Slaughtered Isle 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, low-poly 3D survival-horror exploration game titled “Slaughtered Isle,” with the menu heading “ISLAND OF THE SLAUGHTERED.” The game takes place on a dark, fog-covered island at night. Use a nearly black navy background, heavy distance fog, sparse blue moonlight, dim ambient lighting, and a player-held/first-person white-blue cone flashlight that can be toggled. Keep the visual style deliberately simple and eerie: angular low-poly trees with black conical crowns, dark trunks, a nearly black island surrounded by dark water, a muted sandy shoreline ring, scattered terrain bumps, shadowy bushes, glowing eyes, and floating shard-like pieces around supernatural figures. Begin with a full-screen menu overlay. Show the title at the top in widely spaced pale lavender uppercase letters. In a dark bordered panel, show a SURVIVOR selector with six clickable choices arranged in two rows: Izzy, Cody, Lashawna, Duncan, Gwen, and Eva. Highlight Izzy initially with a muted red outline. Show the objective text “Survive. Find answers. Don’t let them touch you.” and a button labeled “Start (Click to Lock Mouse).” Along the bottom of the panel show the controls: “WASD move • Shift run • Ctrl crouch/hide • F flashlight • E interact.” Clicking Start locks the mouse and enters the first-person game; Escape unlocks the mouse and returns the menu overlay. The player starts near the cabins at approximately the island’s central-west area. Use pointer-lock mouse look, WASD movement, Shift to run, and Ctrl to crouch. Running increases movement speed but drains a visible stamina resource; stamina regenerates, faster while inside a cabin safe zone. Crouching slows movement and only counts as hiding when the player is close to a bush. The six survivor choices have only starting-stat differences: Izzy speed 5.2/stamina 110/stealth 0.9, Cody 4.9/120/1.05, Lashawna 5.0/115/1.0, Duncan 5.3/105/0.95, Gwen 5.05/112/1.1, and Eva 5.45/95/0.85. Stealth affects how quickly a pursuer moves, not visibility rendering. Build an island with a large cylindrical dark landmass, a dark water plane around it, a sandy rim, low terrain bumps, and a forest of roughly 140 scattered angular trees. Place four simple dark cabins with pitched low-poly roofs and weak warm lamps at about (-18,-10), (14,-18), (-22,18), and (20,22). Each cabin has a circular safe radius of roughly 9.5 units; while in one, the HUD says SAFE: YES and a failed-quest pursuer cannot enter. Scatter about 22 low dark bushes around the island. When crouched within roughly 2.2 units of a bush, the HUD says HIDDEN: YES and a pursuer loses the player after about two seconds. Place a long wooden dock at the shoreline around (66,-34), made from dark planks and posts, with a lantern location at its end and a light that turns on when the lantern quest is completed. Populate the island with 16 floating horror entities, each a simple dark humanoid silhouette made from a sphere head, capsule torso, glowing eyes, and four rotating floating shards, with a faint colored aura. The major entities and appearances are: Ezekiel (Cut Apart), red/dark red body and red eyes near (-30,2); Noah (Dock Watcher), blue/dark blue body and pale blue eyes at (61,-34); Heather (Ash Queen), purple-black body and pink eyes near (-2,40); and Chris McLean (The Host), black body with red eyes at (0,0). Also include the named generic entities with dim silhouettes and yellow-orange eyes: Lindsay near (-8,8), Beth (6,12), Justin (-14,24), Owen (20,-6), Geoff (-34,-14), Bridgette (-50,6), Sadie (4,-26), Courtney (16,28), Tyler (34,18), Trent (-10,-40), DJ (40,-22), and Harold (-44,26). They should bob slightly and rotate subtly in the fog. The core loop is proximity-triggered encounters. Entering roughly 8 units of an entity (9 units for Noah) starts its quest, unless that major quest is already complete. Show the encounter title and a countdown timer in the HUD, and display a center-screen introductory message. Major quests are: 1. “Ezekiel — Find the Pieces”: within 45 seconds, collect six scattered red body-part pickups labeled Head, Torso, Left Arm, Right Arm, Left Leg, and Right Leg. Place them approximately at (-40,10), (-6,44), (28,6), (-26,-34), (18,-44), and (42,26). Each requires approaching and pressing E. 2. “Noah — Light the Dock”: within 35 seconds, pick up a glowing cold lantern at (-10,-2) with E, then carry it to the dock end. Entering the dock radius automatically delivers it, lights the dock lantern, and completes the quest. 3. “Heather — Cleanse the Totems”: within 50 seconds, interact with three glowing purple cursed totems at approximately (-8,-48), (2,30), and (38,-8). Each disappears with an ash-like feedback message. 4. “Chris — Kill the Cameras”: within 55 seconds, interact with four red-emissive surveillance cameras around the cabins at approximately (-18,-12), (15,-20), (-22,19), and (21,22). Each disappears and advances the counter. Also make generic entity encounters trigger the displayed quest “The Others — Feed the Sigils,” with a 28-second timer and a requirement of three glowing sigils if such pickups are present; preserve the actual behavior that these generic encounters are a simple token quest and can lead to a chase if not completed. Completing a quest causes its entity to back away into the fog and makes major entities passive. The HUD should show the current quest title and seconds remaining, plus a running objective such as “Major quests: 0/4. (Ezekiel 0/6, Noah 0/1, Heather 0/3, Chris 0/4) When all 4 are done, reach the dock.” Show stamina, SAFE YES/NO, HIDDEN YES/NO, an interaction prompt when within about 2.35 units of a pickup, and a scrolling event log. If any quest timer reaches zero, show a failure message and make that entity chase the player. The pursuer moves directly toward the player at approximately 3.2 + (1.15 / survivor stealth) units per second. The player dies if caught within about 1.35 units while not safe and not hidden. Reaching a cabin safe zone or crouching in a nearby bush for about two seconds cancels the chase. On death, show “You were caught. The island keeps its secrets.”, log “DEAD. Refresh to try again.”, and unlock the mouse. Do not add combat, weapons, health, or enemy attacks beyond proximity, pursuit, and instant capture. The win condition is to complete all four major quests, then reach the dock. At the dock, show “You made it to the dock with the island’s curses quiet—for now.” and log “YOU ESCAPED (for now).” Stop gameplay and unlock the mouse. Include sparse synthesized horror feedback: short triangle-wave notes for interactions and quest completion, pink-noise bursts for unsettling events, and a low heartbeat-like note while being chased. Keep the camera first-person and the island exploration open, with no invented minimap or third-person character model.