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Arcade › Tag of Fear
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Brennen built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Tag of Fear yet. Play it, then tell Brennen what you would add next.
Tag of Fear was built by Brennen 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 Tag of Fear 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 browser-playable first-person 3D horror chase game titled “Tag of Fear (Fanmade)”. Use a dark, minimalist Three.js-style presentation with a nearly black blue background, exponential fog, dim cool moon/ambient lighting, and a flashlight cone controlled by the player. The player should explore a procedurally generated 12-by-12 grid maze, with 6-unit cells, tall dark blue-gray walls, visible corner pillars, a dark floor, a hazy ceiling, and scattered low-poly rocky shard decorations. Use collision against the maze walls so the player cannot walk through them. Begin at the maze’s start corner and place the escape gate at the opposite corner. Core objective and loop: the player must find and collect exactly 3 floating cyan glowing sigils, then reach a red, faintly emissive gate at the far end of the maze to escape. Place the three sigils in distinct maze cells corresponding to the fixed locations used by the game (cells 2,8; 9,2; and 8,10). Make each sigil a small rotating cyan torus-knot-like object with a blue glow and gentle vertical bobbing. Collect one automatically when the player comes within about 1.45 world units; hide it, turn off its glow, increment the counter, and briefly show a subtle white flash. Before all sigils are collected, approaching the gate should show “Find the other sigils first”; after all are collected, approaching it should show “Reach the gate to escape”, and reaching within about 1.85 units should win. Show contextual center-screen hints when close to a sigil (“Get the sigil”) or gate. Add one black humanoid stalker enemy with a rounded body and head, thin arms and legs, and two bright red eyes. It begins away from the player and moves through the maze with wall collision. It roams toward changing walkable-cell targets when not alerted. It should detect the player with line of sight through the maze (checking wall obstruction and using a limited range), and also pursue when close; once alerted, it chases the player, its chase state ramps up, and its speed increases. Its speed should also increase slightly as sigils are collected. If it gets within about 1.35 units of the player, end the run with “Tagged. Press R to retry.” Pause gameplay and show the title/result overlay again. The stalker should face the player, bob slightly while moving, and enlarge/pulse its red eyes as the chase intensifies. Implement first-person movement with a camera around 1.65 units high, WASD controls, mouse look with pointer lock on desktop, and pitch clamped to a limited vertical range. Support mobile controls: a translucent circular left virtual pad for movement, a matching right pad for looking, a RUN button to hold sprint, and a LIGHT button to toggle the flashlight. Sprint with Shift on desktop or the Run button on mobile; use base movement speed about 3.2 and sprint speed about 5.4. Include stamina: sprint drains it gradually, resting regenerates it, and sprinting stops when nearly empty. The flashlight starts on, can be toggled with F or Light, projects a cool white-blue spotlight forward, and turns off after the game ends. HUD: place a translucent dark rounded panel in the upper-left/upper area with the title “TAG OF FEAR”, “Sigils: 0 / 3” (updated during play), a horizontal cyan-to-light-blue stamina bar, “Fear: Low” (changing to Rising, High, or Severe), and a small controls legend: “WASD / left pad = move · mouse / right pad = look · Shift / Run = sprint · F = flashlight”. Put a small white crosshair at screen center. Show a centered red warning pill reading “IT SEES YOU” when fear/chase is sufficiently high. Add a dark/red edge vignette whose intensity increases as the stalker approaches or chase level rises, plus a brief pale flash overlay after collecting a sigil. Keep the visual style restrained, eerie, foggy, and almost black with cool blue-gray architecture, cyan collectibles, red enemy eyes, and a red exit. On initial load, show a full-screen dark translucent blurred title overlay with a centered card reading “Tag of Fear (Fanmade)”, explanatory text about escaping the cursed maze, collecting 3 sigils, and reaching the red gate before the stalker tags you, and a prominent “ENTER THE MAZE” button. On loss or win, show this overlay again with the appropriate result text; allow R to reset after either outcome. Desktop should request pointer lock when starting/clicking into the game. Make the layout responsive so the virtual pads and Run/Light controls are visible on touch screens while the HUD remains readable.