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Arcade › White Mask Valley
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White Mask Valley was built by Luka pazik 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 White Mask Valley 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 dark, atmospheric first-person Three.js-style exploration game titled “White Mask Valley,” set in November 1943. Render a rainy nighttime crash site in a cold blue-green palette with heavy exponential fog, dim moonlight, warm orange firelight near the wreck, wet muddy ground, silhouetted pine trees, falling rain particles, subtle film-grain/dither noise, and sparse serif uppercase HUD text. The camera begins inside/on top of a crashed aircraft, facing a small turret: build the wreck from chunky low-poly dark metal pieces including a long fuselage, crushed cockpit, raised tilted tail, turret ring, translucent pale plexiglass dome, turret floor, and a visible wrench. Place a fire lookout tower in the distant woods at approximately the far right/back of the valley, with four thin wooden legs, a square platform, enclosed lookout cabin, roof, and stairs. Add a line/group of approximately eight distant hooded humanoid cultist silhouettes among the pines; make one of them a distinctive white-masked/light-colored leader. They should be creepy background figures with simple walking animations, not active combat enemies. The game is a short sequential objective-driven first-person survival narrative. Start with the player positioned in the turret at about eye height, with a small centered crosshair and a translucent condensation/plexiglass overlay framed by a faint rounded rectangle. The first objective is “WIPE THE CONDENSATION — DRAG ACROSS THE GLASS.” On desktop, dragging the mouse across the view should both look around (horizontal yaw and vertical pitch, clamped vertically) and progressively wipe condensation; on touch, use finger dragging. Also allow the game’s dedicated RAG/touch wipe button and the R key to advance the wipe. Show a large centered prompt “DRAG TO WIPE THE PLEXIGLASS” with the subtext “MOUSE / FINGER · LOOK AROUND THE TURRET.” Fade the condensation overlay as wiping progresses. Once fully wiped, advance to the objective “THE TURRET FLOOR IS YOUR ONLY WAY OUT” and prompt “SMASH THROUGH THE FLOOR,” with “TAP ACT OR PRESS SPACE.” Press Space, E, or an ACT button to smash/open the floor. Next prompt the player to “PRY OPEN THE JAMMED HATCH — YOUR CREWMATE IS PINNED,” with “TAP ACT / E.” Press ACT/E to free an injured crewmate. Reveal a simple low-poly prone crew member behind/below the player: dark gray-green body, brown head, and a pale bandage detail. Transition to third-person-ish/free movement controls with the player moving through the valley using WASD or arrow keys, clamped within the small wooded valley bounds; provide touch ACT and RAG buttons on coarse-pointer/mobile devices. The crewmate should trail just behind the player as if being dragged. Set the objective to “DRAG YOUR CREWMATE TO THE FIRE LOOKOUT”; after the player has moved a little, change it to “KEEP DRAGGING — YOUR CREWMATE IS LOSING BLOOD.” When the player reaches within roughly five units of the lookout and has dragged the crewmate far enough, advance automatically. At the lookout, switch to a cinematic elevated view from the tower cabin looking back toward the crash site and prompt “USE BINOCULARS — WATCH THE CLEARING,” with subtext “TAP ACT.” Press ACT to advance to “KEEP THE OPERATOR QUIET — USE YOUR VOICE,” with the prompt subtext “SPEAK SOFTLY: ‘HIDE IN THE LOCKER’.” Implement this as an ACT/E interaction rather than requiring actual microphone input. After that interaction, set the objective to “THE CHANT HAS STOPPED — ESCAPE THE VALLEY,” show “THE WHITE MASK HAS SEEN YOU” and subtext “RUN — THE WOODS ARE NOT EMPTY,” and return to player movement at a faster running speed. Do not invent a combat system, weapons, health bar, scoring, inventory, dialogue tree, or a separate ending if none is present; this is an atmospheric linear prototype. The final escape phase should simply allow running through the bounded valley while the hooded figures remain an ominous visual threat. HUD styling: black/dark background, pale gray-green text, Georgia-like serif font, uppercase lettering with letter spacing, title at top-left reading “WHITE MASK VALLEY · NOV 1943,” current objective at bottom-left, centered contextual prompt around the lower-middle, faint crosshair at screen center, and a very subtle screen-wide dotted/noise texture. On mobile show circular translucent ACT and RAG buttons in the lower-right. Use low-poly geometry, dark silhouettes, fog, rain, moonlit cool shadows, and restrained orange fire illumination to match a bleak WWII supernatural folk-horror surveillance aesthetic.