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Arcade › TELLYVISON
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Tammy Griffin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about TELLYVISON yet. Play it, then tell Tammy Griffin what you would add next.
TELLYVISON was built by Tammy Griffin 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 TELLYVISON 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 short 3D horror survival game titled "TELLYVISON" (deliberately spelled this way). Use an elevated third-person camera looking down from behind the player, with a perspective view that follows the player through a small locked office. The office is a dark square room with a nearly black scuffed floor, purple-gray walls, a low dark ceiling, strong fog, failing fluorescent ceiling strips, a narrow old blood-red carpet leading toward the back wall, and a locked door on the south/right side with a glowing red "EXIT?" sign. Light the room very dimly with a cold bluish television glow, a flickering red emergency light near the back-left, and a cone-shaped warm flashlight attached to the player and aimed in the direction the player is moving. The player is a small stylized human figure wearing a dark blue outfit, with a capsule-like body and simple pale head. Start the player near the front/south center of the room at approximately (x=0,z=5.6). Populate the office with six desks and matching chairs arranged around the room (clusters along the left/right sides and back), using simple low-poly furniture. Desks act as circular collision obstacles. At the back/north wall, place a large old cabinet television named Telly at approximately (0,-6.65), facing into the room. Give it a flickering pale-blue static screen made of animated horizontal scan/static lines, a blue point light, and a glowing "TELLY" nameplate above it. The objective is to explore the office, collect exactly three glowing fuse objects, then return to Telly. Place the three fuses at approximately (-5.9,-4.9), (6.1,-1.1), and (-4.8,4.2). Each is a small horizontal cylindrical fuse with a warm yellow/cream emissive glow, floating slightly above the floor, rotating and bobbing. When the player comes within about 0.72 units, hide the fuse, increment the counter, and increase the signal: after each collection set signal to the number collected out of three times 78%, then once all are collected, approaching Telly raises it from 78% to 100%. Only allow winning when all three fuses are collected and the player comes within about 1.25 units of the television; then set signal to 100%, hide the ghost, and show: "TELLY IS FED. The office is quiet — for now. Press R to replay." A ghost/monster begins hunting when the first fuse is collected, or automatically after 12 seconds. Use a floating animated low-poly ghost model with a pale bluish appearance; if the model cannot load, use a translucent glowing bluish fallback. Start it near (0,-5.2), make it invisible before the hunt begins, and have it continuously move directly toward the player. Its speed is 0.85 plus 0.28 per collected fuse, with an additional 0.35 while the player is sprinting. Make it bob slightly, face the player, and increase fog density as it approaches. Calculate threat as a 0-to-1 value based on distance, reaching danger at roughly 6.2 units; play a scare sound when threat is above 0.78. If it gets within 0.82 units, the player loses and the ghost has crawled out of the static. Show: "The static crawled out of the screen. Press R or tap Restart Tape." The game should also use a low ominous drone, pulse-like movement/collection sounds, and a panic noise near the ghost, using browser-compatible horror audio. Controls: on keyboard, WASD or arrow keys move in four directions; hold Shift to run at 3.9 speed instead of the normal 2.35. Keep the player inside the room bounds and prevent movement through desks/chairs using simple circular obstacle collision. On touch devices, show a large translucent circular joystick at bottom-left and a red circular RUN button at bottom-right; holding RUN sprints. After winning or losing, allow R or Space on keyboard, or a centered "Restart Tape" button on mobile, to reset all fuses, signal, threat, player and ghost positions, and end-state flags. The HUD is a clean white overlay over the game. At the top-left show "TELLYVISON"; at top-right show "Fuses: 0/3 · Signal: 0%" and append " · RUN" when threat is high. At the beginning show a centered dark translucent instruction panel with a thin light border and the exact message: "Find 3 fuses in the office. Feed them to the television before the thing in the static finds you." During play show brief centered messages such as "Fuse 1/3 found. The television gets louder." and, after the final fuse, "All fuses found. Go to Telly, the flickering television, now." Include a small faint circular crosshair at screen center. On desktop, show the hint "Move: WASD / arrows · Hold Shift to run · Reach the flickering TV after collecting all fuses." Use a nearly black background, white bold sans-serif typography, red accents, bluish static, warm fuse glows, soft shadows, and a tense low-poly/real-time-rendered horror aesthetic.