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cool
Click the game above and it runs right here in your browser. No download, no installer, no account needed. MATT GRICE built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about cool yet. Play it, then tell MATT GRICE what you would add next.
cool was built by MATT GRICE 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 cool 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 survival-horror exploration game set in a very dark, foggy 1985-looking property. Use Three.js or an equivalent browser 3D engine with a perspective FPS camera, mouse look, WASD/arrow movement, Shift to run, and Space to jump. Put a small circular crosshair at screen center. The environment should be almost black at a glance, with dim warm moonlight, heavy brown/gray fog, deep shadows, and occasional red light deeper in the map. Use simple low-poly, blocky geometry and muted materials: a huge rectangular floor/map enclosed by tall yellowish walls, scattered dark clutter blocks, several small open-front rooms branching off a long corridor, and a maze in the far/northern section. Include a warmly lit safe zone at the starting end of the map, approximately centered at (0,7), with a 12-by-10 floor, back wall, side walls, a TV on the back wall, and a candle prop nearby. The player starts inside this safe zone. Display a top-left dark translucent HUD panel reading “1985 // LEVEL 1” and “OBJECTIVE: Find the fuse”; update the level and objective as tasks progress. Display a top-right dark panel whose text changes to “SAFE ZONE // THE MONSTERS CANNOT ENTER” while inside the safe zone, otherwise show atmospheric warnings such as “The map remembers every door.” or “THREE THINGS ARE HUNTING YOU.” At the bottom center show a dark hint panel with “WASD / arrows to move · mouse to look · Shift to run · Space to jump,” changing contextually near the bed. At bottom right provide TV and REMOTE buttons. Build the map as a long rectangular compound extending away from the safe zone: outer boundaries roughly 90 units wide and 160 units deep; a long corridor with rooms around x=-26 and x=26 at several depths, including record, nursery, archive, boiler, chapel, and infirmary rooms. Place a crypt near the middle, decorated coffins, candles, and scattered non-interactable debris. At the far end create a repeating wall maze with alternating horizontal and vertical low-poly wall sections. Include a bed in the infirmary around the right side of the map; when the player is close, the hint says “Press E to sit on the bed and play a mini-game.” Press E to open a full-screen “Bedroom Lights” mini-game overlay. It contains three lamp buttons and asks the player to turn on all three lamps; each button toggles on/off, and when all three are on, show “The room is lit. Something moved in the hall.” E or an EXIT button closes the overlay. Load or approximate three animated humanoid zombie/monster models. When the player is outside the safe zone, after a delay and with randomized timing, spawn three hunters at separate map positions (around left-middle, right-far, and deep maze locations). Make them visible and play running animations. They slowly home toward the player, and if one gets within roughly 1.5 units, trigger a brief flashing full-screen jumpscare overlay reading “DON'T LOOK BACK,” then respawn the player in the safe zone and deactivate/hide all monsters. Monsters must never enter or remain active in the safe zone. Use an ominous red light at the distant end and subtle flickering intensity for tension. There is no combat system; survival comes from movement and returning to the safe zone. Implement a sequential objective list beginning with: Find the fuse; Restore hallway power; Read the crypt date; Search the record room; Check the nursery; Open the archive cabinet; Inspect the boiler; Light the chapel candles; Visit the infirmary bed; Return to the safe zone; Watch a TV app; Play Solitaire; Play Minesweeper; Write a note; Listen to the radio; Find the hallway clock; Check the scattered objects; Cross the long corridor; Enter the maze; Find the first maze turn; Reach the center room; Escape the maze; Return to the safe zone; Reach the north door. Advance an objective when the player reaches the corresponding approximate location; the fuse/early objectives should be represented by nearby map landmarks, while the safe-zone objectives complete on entering the safe zone, the infirmary objective completes near the bed, and the maze/end objective completes deep in the maze or at the far end. Each completed full list increases the displayed level, up to level 1000. On reaching level 1000, stop normal play and display “THE END” as both the objective/end message and the large overlay message. The safe-zone TV is an interactive browser UI. Clicking TV while inside the safe zone opens a dark translucent modal with tabs/buttons for YOUTUBE, SOLITAIRE, MINESWEEPER, NOTES, and RADIO. The default YouTube-like screen has a blue-gradient home panel with tiles labeled “Recommended: 1985 VHS Archive,” “Trending: Backroom Walkthrough,” and “Live: Rain on Window,” plus an OPEN YOUTUBE HOME button, a URL field, WATCH button, embedded iframe area, and YouTube search field/button. The REMOTE button closes the TV modal. Solitaire should be a small matching game titled “1985 Solitaire,” with eight cards distributed among four piles: two 2 of spades, two 5 of hearts, two 8 of diamonds, and two J of clubs; clicking matching number-and-suit pairs marks them matched, while mismatches briefly deselect. Minesweeper should be a 5x5 “Basement Minesweeper” board with five fixed hidden bomb positions, question-mark cells, green safe results and red bomb results, plus a NEW BOARD button. Notes should show a text area prefilled with “The house is bigger inside than outside.” Radio should show “Station 13.7 FM — static, rain, and a voice counting doors.” with a PLAY / STOP STATIC button that toggles its label. Keep all overlays and controls styled as dark translucent panels with thin gray borders, pale text, muted blue/brown interiors, and sparse retro-horror presentation. The overall camera view should match a nearly black first-person corridor screenshot with HUD panels clearly readable over the scene.