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Arcade › Sue's Shadow
Click the game above and it runs right here in your browser. No download, no installer, no account needed. mdafong built it with Cinevva, so it works on a phone or a tablet too.
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Sue's Shadow was built by mdafong 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 Sue's Shadow 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 playable first-person 3D horror survival game titled “Sue’s Shadow.” The player explores a dark, maze-like house built on a 16x16 grid of cells (about 4 units per cell), with solid maze walls forming winding corridors and open areas. Use a first-person perspective with mouse look and a narrow field of view, dark blue-black background/fog, and a bright flashlight-like spotlight attached to the player that illuminates only a limited cone ahead. The environment should feel like a dim, creepy lived-in house: gray-purple walls with dark trim, dark brown wooden floor, low dark ceiling, faded wall panels/pictures, rugs, a sofa, tables, shelves, lamps with small warm pools of light, kitchen counters and a refrigerator, a bedroom with a bed and wardrobe, and a nursery with a crib and wardrobe. Keep visibility limited with exponential fog and strong shadows. The goal is to collect exactly 3 glowing golden keys scattered through the house and then reach the red glowing exit door. Place the player at the maze’s marked start cell, three keys at separated locations, and the exit at the far end of the maze. Keys should hover and slowly rotate, emit yellow light, and disappear when the player comes within roughly 1.2 units. Show a HUD in the upper-left with the pink title “SUE’S SHADOW,” a status message, “Keys: 0 / 3,” and a control hint. Before play, show a centered dark translucent overlay panel with a thin muted-red border and the title “Sue’s Shadow,” the text “Your sister Sue is hunting you through the house.” and “Collect 3 keys. Then reach the red exit door.” Desktop text says “Click to enter. Press E to begin or retry.” Once all keys are collected, change the status to “The exit is open. Run to the red door.” and brighten the exit’s red light. The player wins by approaching the unlocked red door within about 1.8 units; show a “You Escaped” overlay. If caught, show a “Sue Caught You” overlay and allow retry. Sue is a ghostly, hovering sister enemy represented by a stylized humanoid made from simple 3D meshes: pale semi-transparent body and head, a long cone-like dress, long thin arms and hands, hanging black hair strands, a dark mouth, bright glowing red eyes, a red point-light aura, and a faint ring beneath her. She floats with a subtle vertical bob and animates her arms/hair. Start her several cells away. She normally roams toward the player with slight wandering motion at about 1.95 speed; when the player is within about 12 units, or after the exit is unlocked, she aggressively chases at about 3.6 speed. She navigates around walls and furniture using collision checks. If she reaches within about 1.15 units of the unhidden player, trigger game over. Make her more visible and her red eyes/aura more intense while chasing, with occasional flicker when close. Display atmospheric proximity messages such as “Something is breathing nearby,” “You hear Sue whispering in the dark,” “Sue sees you. Keep moving,” and “Sue is right behind you.” Include hiding mechanics near the wardrobes, bed, and crib. Define hidden zones immediately beside those pieces of furniture. The player is hidden only while inside one of these zones, moving very slowly or standing still, and before the exit is unlocked; show “HIDDEN” beside the key count and a hint such as “Stay still near the wardrobe to hide from Sue.” While hidden, Sue targets the hide spot rather than directly catching the player, but the player must not move. Use furniture and maze walls as solid collision obstacles. Desktop controls: WASD to move relative to the camera, mouse movement to look around after clicking to lock the pointer, Shift to sprint, E to start or retry after the initial screen, loss, or win, and clicking the canvas to lock the pointer/start. Mobile controls: a left virtual thumb joystick to move, a right-side drag area labeled “DRAG TO LOOK” for camera rotation, and a RUN button to sprint; use a Start button on the overlay. Movement speed is about 4.5, sprint is 1.65x, and the player has one life. Add minimal synthetic audio: a short high tone on key pickup and a low two-note sting when caught, plus a brief ascending tone sequence on escape. Render with a dark, subdued horror palette of black-blue, gray-purple, brown wood, muted pink UI, warm lamp light, yellow keys, and red exit/Sue accents. The game should be a real interactive WebGL-style 3D game, not a slideshow or cutscene.