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The Forgotten Nursery

  • 3d
  • first-person
  • horror
  • exploration
  • puzzle
  • atmospheric
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Abdullah Aziz built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

The Forgotten Nursery was built by Abdullah Aziz 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 The Forgotten Nursery 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.

Read the build brief for The Forgotten Nursery

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 atmospheric horror exploration game titled “The Forgotten Nursery,” with the chapter subtitle “SUNNY DAYS NURSERY · CHAPTER 1” and ending title “THE FORGOTTEN NURSERY — CHAPTER 1 · PLAYTIME’S OVER.” Use Three.js-style real-time rendering, a dark nearly black-blue background, heavy distance fog, subdued moonlit lighting, soft shadows, and a muted abandoned-nursery palette of gray walls, dusty pink, faded blue, yellow, dark purple, and warm paper tones. The game should feel like a quiet, empty indoor nursery at night: no enemy should appear during normal exploration, and the only creature appears in the final sequence.

Camera and movement: use a first-person perspective with a small glowing white 6px crosshair fixed at screen center. Start the player at the entrance around the front of the nursery, looking down a connected interior. Use mouse pointer-lock camera control on desktop, with WASD movement and Shift sprint. Also support touch: a virtual movement joystick at bottom-left, swipe/touch camera look on the right side, and circular bottom-right buttons labeled “SPRINT” and “USE.” The USE button and keyboard E perform the same interaction. Movement should collide with walls, furniture, doors, the reception desk, the ball pit, and other solid geometry; floor pieces are walkable.

Build a connected floor plan. The entrance/reception area is at the front around z=8, with a 10-by-8 floor and a dusty pink reception desk. A narrower central hallway runs through z=0, with side rooms: CLASSROOM A on the left around x=-12,z=-10, CLASSROOM B on the right around x=12,z=-10, and a deeper large room around z=-22 labeled INDOOR PLAYGROUND. Use gray, roughly textured walls about 3.6 units high enclosing the spaces, with openings connecting the areas. Add a front wall, long side walls, and a rear wall. Place readable 3D location signs: “RECEPTION,” “CLASSROOM A,” “CLASSROOM B,” and “INDOOR PLAYGROUND.” Add sparse ceiling beams and small flat paper-star decorations in faded yellow, blue, and pink. Include simple furniture props: a reception desk, and a chair in each classroom.

HUD: at the upper-left show “SUNNY DAYS NURSERY · CHAPTER 1” in small spaced lettering. Beneath it, show a translucent dark objective panel with a thin warm-gray border. Start with exactly: “Objective: Enter the nursery and find out why the doors were left open.” Update this objective as the player progresses. When the crosshair points at a nearby interactable, show a bottom-center prompt like “[ E / CLICK ] button blue” or the object’s name. Display short, centered, fading narrative messages near the bottom in warm beige text. Keep the interface minimal and atmospheric.

Core puzzle progression:
1. In the classroom areas, place three paper clues. The left classroom clue says: “A child drew three suns: BLUE, YELLOW, RED. The red one is crossed out.” Another says: “A paper moon: ‘The quiet room listens after the loud room.’” In the right classroom, place a torn poster saying: “Press the colors in the order they wake up.”
2. At reception, place three small interactable glowing/colored buttons in a row at x=-1,0,1, around z=1: blue, yellow, and red. The correct sequence is BLUE, YELLOW, RED. Clicking/interacting with a button shows its individual message: blue: “A cold click. Blue hums.” yellow: “The yellow button sticks.” red: “The red button is dusty.” If the sequence is wrong after three presses, clear it and show: “Wrong order. The nursery lights blink once. Read the drawings again.” If correct, set the puzzle complete, make the reception drawer/key available, update the objective to “The reception drawer clicks open. Take the maintenance key.” and show: “The hallway lock releases. A small key slides from the drawer.”
3. Put a small yellow maintenance key at the reception desk. It can only be collected after solving the color puzzle. On pickup, hide the key, update the objective to “Find the secured maintenance room at the end of the hall.” and show “Maintenance key collected.”
4. At the end of the central hall around z=-15, place a dusty pink secured maintenance door. Interacting before obtaining the key should not open it; after obtaining the key, hide/open the door, update the objective to “Inside maintenance: restore power to the deeper nursery.” and show “The lock gives way. The smell of old dust rushes out.”
5. Inside the maintenance/deep section, place a dark electrical panel around z=-18. If examined before the special item is acquired, show: “A sealed cabinet. Something inside is labeled TFN.” Place a cyan/teal glowing object labeled “TFN GLOVE” around z=-20. On pickup, hide it, update the objective to “Use the TFN Glove to activate three distant power switches.” and show “TFN GLOVE acquired. Your hand tingles when you aim at machinery.”
6. Place three distant power switches, one in/near each deeper area: left classroom at (-11,-10), right classroom at (11,-10), and the playground at (0,-24). They should look dark/red and be interactable only after acquiring the TFN Glove, allowing the player to activate them from up to about 7 units away. Each activated switch turns bright cyan/teal. Show “The TFN Glove catches the switch from a distance. Power restored 1/3.” (with the appropriate count through 3/3). Before the glove, show “Too far away. Your hand cannot reach the switch.” After all three are active, update the objective to “The ball pit is powered. Investigate it.” and show “Somewhere in the playground, a motor starts turning.”
7. In the playground, build a large dark purple rectangular ball pit around z=-24, about 5 units wide and 3 deep, with many small colored balls in red, blue, yellow, and green scattered above it. Put a glowing investigation target at the near edge around z=-22.3. Interacting before all switches are powered shows “The pit is dead. Restore power to the playground first.” After power is 3/3, set the final state, update the objective to “The nursery is listening.” and show “You reach into the pit. Something cold closes around your wrist.”

Ending: about 1.8 seconds after investigating the powered ball pit, reveal a crude, almost completely black blocky wolf-like figure in or near the pit, with a rectangular body, rectangular head, and two bright red eyes. It should be named/treated as the final-only creature and not be present during earlier exploration. Briefly darken the screen with a black fade (first partial, then full), then fade in a full-screen black end card reading “THE FORGOTTEN NURSERY” with “CHAPTER 1 · PLAYTIME’S OVER” beneath it in widely spaced warm serif lettering. Use restrained lighting: a cool pale-blue directional moon light, a dim blue-gray hemisphere fill, and a distant red point light deeper in the building. Use fog and shadows to make the empty nursery feel unsettling, while retaining the simple low-detail geometric/asset-based visual style seen in the game.

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