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Ventmimic

  • 3d
  • first-person
  • horror
  • survival
  • maze
  • stealth
  • atmospheric
0
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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. Gideon Thomas built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ventmimic yet. Play it, then tell Gideon Thomas what you would add next.

Make your own game

Ventmimic was built by Gideon Thomas 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 Ventmimic 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 Ventmimic

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 horror survival game titled “Ventmimic.” The player crawls through a dark, claustrophobic but relatively tall metal maintenance-vent maze and must reach the Exit Grate before a hostile mimic catches them. Use a real-time 3D perspective camera at approximately vent-height, with mouse look and pointer lock on desktop. On desktop, show “Click to start” until the player clicks to lock the pointer; use WASD to move, mouse to look, Shift to boost, F to toggle the flashlight, R to restart, and Escape to release the pointer. Support touch devices with a left virtual joystick for movement, drag on the screen for look, BOOST and LIGHT buttons, and an R restart button.

Build the level as a deterministic procedurally carved 17-by-17 grid maze. Each cell is about 3.2 meters wide, with solid wall cells, walkable corridors, dark metal/grime floor and ceiling, and collision against the walls. The playable spaces have a ceiling around 2.25 meters high: cramped-looking vents/maintenance corridors, but not so low that the camera is on the floor. Place the player in cell (1,1), and choose the Exit Grate as the walkable cell farthest from the start using maze distance. Make the exit a metallic grate near the end cell, accompanied by a dim red point light/warning glow. Touching the exit area, within roughly 1.1 meters, wins the round.

Render a minimalist atmospheric horror scene: nearly black-blue background, very dim cool ambient/fill lighting, heavy exponential fog, dark gray-blue metal walls with rough/specular variation, and grime-colored floor and ceiling panels. The player’s only strong illumination is a forward-facing pale blue-white flashlight cone with a fairly wide beam and about 24 meters of range. It should visibly flicker and subtly jitter while enabled. Start with the flashlight on; F or the mobile LIGHT button toggles it. Keep the environment sparse and ominous, with repeating metal geometry and the red-lit exit as the main visual landmark.

The enemy is a fast, unnaturally tall skeletal humanoid mimic rather than a normal mouse: a dark narrow torso, rib-like chest bar, small head with jaw, long dangling arms ending in claw-like blocks, thin legs, pointed ear/spike shapes, and two faint red-glowing eyes. It moves through the maze with wall collision, slight hovering/bobbing, predatory arm motion and jaw movement during pursuit. Begin it near the exit, let it patrol random open cells, and make it switch to hunt when it can see the player or hear them. Hearing range is about 12.5 meters, extended when the player is moving; line of sight works only through open maze cells and is limited to about 18 meters. Patrol speed is about 2.35 m/s and hunt speed about 5.25 m/s, making the threat very fast. If it comes within about 0.95 meters of the player, immediately trigger death.

Give the mimic a hunt teleport: while hunting and not already very close, it can blink to a random open cell roughly 2.4–4.2 meters from the player, on an approximately 18-second cooldown after its first opportunity. Teleporting produces a dramatic low audio/visual cue and a red glow, then stuns the mimic for 10 seconds so it cannot move or kill during that period. The mimic’s red light should be faint or off while patrolling, stronger while hunting, pulsing while stunned, and especially bright during the attack. When the player dies, create a brief jumpscare: lunge the mimic toward the camera over roughly 0.65 seconds, enlarge it slightly, pulse the red light, and shake the camera. Then show a death/restart overlay with “You died” and a restart prompt/button; R should also restart. On winning, stop gameplay and display “You made it out — press R to play again.”

Add a simple HUD matching the dark rounded translucent panels visible in the reference: a top-left status/start panel, a top-right objective panel reading “Find the EXIT GRATE,” a wide top stamina bar labeled “STAMINA,” and bottom readouts for “Exit: [distance] m” and “Mimic: [distance] m.” Include a bottom-right controls hint reading “WASD crawl • Shift boost • F flashlight • R restart” on desktop. Drain stamina while Shift/BOOST is held and the player is moving (roughly 30% per second), regenerate it when not boosting (roughly 18% per second), and visually fill the horizontal stamina bar. Use smooth acceleration/deceleration, base movement around 2.05 m/s and boost movement around 3.45 m/s. Keep the UI understated, gray-white text, thin borders, rounded corners, and a red/pink-to-blue stamina gradient over the almost-black scene.

Use procedural/engine geometry only: no detailed textures are necessary. Include atmospheric audio if available: a sustained low ambient drone, intermittent pink-noise skitter sounds that become more frequent/louder near the mimic, low chase pulses whose pitch/intensity increases with threat, a sharp teleport cue, and a harsh attack cue. Ensure the game is immediately understandable from the HUD but preserves darkness, limited visibility, maze navigation, and the pressure of the pursuing mimic.

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