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Browser horror survival game inspired by Five Nights at Freddy's

Browser horror survival game inspired by Five Nights at Freddy's is a 144-second Claude Opus motion design reference by @kepochnik, built around Three.js, Web Audio, Canvas. [Note: the creator shared a partial prompt. Copy this interactive motion prompt, keep the creator's frame counts and palette, and adapt the subject for your own launch film.

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Prompt

[Note: the creator shared a partial prompt. Wording below is theirs.] GOAL: Build a complete, polished browser horror game inspired by the "survive the night shift in a security office" genre (like Five Nights at Freddy's), but with a 100% ORIGINAL setting, characters, and name. MOTION: Do not use any FNAF names, characters, locations, or assets. ## Concept Title: "SUNNY HOLLOW: AFTER HOURS" You are a night watchman at Sunny Hollow Studios, an abandoned 1990s children's TV studio. The show's animatronic puppet hosts were shut down after the show was cancelled (last live broadcast: May 17, 1996), but at night they still try to "finish the broadcast". Survive from 12 AM to 6 AM in a small control booth using cameras, shutters, door lights, a ceiling-vent seal and an audio lure, while managing a draining generator. ## Tech - Single self-contained index.html (HTML + CSS + JS). Three.js r128 UMD from cdnjs (https://t.co/TUKtvoq6na). No external assets: all models are low-poly primitives, all textures are procedural canvas textures (felt, wood, rust, tiles, wallpaper, posters), all sound is generated with the Web Audio API. - Desktop Chrome at 60 fps. Mouse controls plus keyboard shortcuts. - Every room is its own THREE.Scene with its own camera, so only the viewed room is rendered. Pre-compile all shaders at boot (renderer.compile on every scene, with the puppets temporarily added) so the first camera flip doesn't hitch. - Adaptive resolution: render the 3D into a render target at 0.85x. If the average frame time stays above 25 ms for 2.5 s, drop the internal scale by 0.15 (minimum 0.5). - Add `[hidden]{display:none!important}` to the CSS so hidden overlay screens never block clicks. - Save progress in localStorage (current night, beaten nights, stars, unlocks, custom-night sliders), wrapped in try/catch. ## Post-processing (full-screen shader) VHS/CRT pass over everything: scanlines, film grain, chromatic aberration, a rolling tracking band, line jitter, vignette, a full-static mix, a red flash and a darkness fade. Use three presets: office (subtle), camera (strong scanlines, barrel distortion, green tint, more noise) and menu. ## Core loop - 1 in-game hour = 60 real seconds (12 AM → 6 AM = 6 minutes). - Mouse near the left/right 22% of the screen turns the view smoothly. Yaw is clamped to ±60°. Arrow keys work as a backup. - Generator: 100% at start. Usage = 1 (base) + tablet 1 + each door light 1 + each closed shutter 2 + vent seal 1 + lure 1 (for 3 s). Drain = usage × 0.1% per second × night multiplier (N1 0.9, N2 0.95, N3 1.0, N4 1.03, N5 1.06, N6 1.14, custom 1.1). Show POWER LEFT % and colored usage bars. - At 0%: shutters open, all lights die, cameras disabled. After 4–9 s Mr. Antler appears in the left doorway with eyes pulsing to a generated music-box melody (5–18 s), then 2 s of total darkness, then a jumpscare. If 6 AM arrives first, the player wins. - 6 AM: chime, a "5 → 6 AM" rolling-digit screen, then the next night starts automatically. - AI levels rise +1 at 2, 3 and 4 AM on nights
Author original
Build a complete, polished browser horror game inspired by the "survive the night shift in a security office" genre (like Five Nights at Freddy's), but with a 100% ORIGINAL setting, characters, and name. Do not use any FNAF names, characters, locations, or assets. ## Concept Title: "SUNNY HOLLOW: AFTER HOURS" You are a night watchman at Sunny Hollow Studios, an abandoned 1990s children's TV studio. The show's animatronic puppet hosts were shut down after the show was cancelled (last live broadcast: May 17, 1996), but at night they still try to "finish the broadcast". Survive from 12 AM to 6 AM in a small control booth using cameras, shutters, door lights, a ceiling-vent seal and an audio lure, while managing a draining generator. ## Tech - Single self-contained index.html (HTML + CSS + JS). Three.js r128 UMD from cdnjs (https://t.co/TUKtvoq6na). No external assets: all models are low-poly primitives, all textures are procedural canvas textures (felt, wood, rust, tiles, wallpaper, posters), all sound is generated with the Web Audio API. - Desktop Chrome at 60 fps. Mouse controls plus keyboard shortcuts. - Every room is its own THREE.Scene with its own camera, so only the viewed room is rendered. Pre-compile all shaders at boot (renderer.compile on every scene, with the puppets temporarily added) so the first camera flip doesn't hitch. - Adaptive resolution: render the 3D into a render target at 0.85x. If the average frame time stays above 25 ms for 2.5 s, drop the internal scale by 0.15 (minimum 0.5). - Add `[hidden]{display:none!important}` to the CSS so hidden overlay screens never block clicks. - Save progress in localStorage (current night, beaten nights, stars, unlocks, custom-night sliders), wrapped in try/catch. ## Post-processing (full-screen shader) VHS/CRT pass over everything: scanlines, film grain, chromatic aberration, a rolling tracking band, line jitter, vignette, a full-static mix, a red flash and a darkness fade. Use three presets: office (subtle), camera (strong scanlines, barrel distortion, green tint, more noise) and menu. ## Core loop - 1 in-game hour = 60 real seconds (12 AM → 6 AM = 6 minutes). - Mouse near the left/right 22% of the screen turns the view smoothly. Yaw is clamped to ±60°. Arrow keys work as a backup. - Generator: 100% at start. Usage = 1 (base) + tablet 1 + each door light 1 + each closed shutter 2 + vent seal 1 + lure 1 (for 3 s). Drain = usage × 0.1% per second × night multiplier (N1 0.9, N2 0.95, N3 1.0, N4 1.03, N5 1.06, N6 1.14, custom 1.1). Show POWER LEFT % and colored usage bars. - At 0%: shutters open, all lights die, cameras disabled. After 4–9 s Mr. Antler appears in the left doorway with eyes pulsing to a generated music-box melody (5–18 s), then 2 s of total darkness, then a jumpscare. If 6 AM arrives first, the player wins. - 6 AM: chime, a "5 → 6 AM" rolling-digit screen, then the next night starts automatically. - AI levels rise +1 at 2, 3 and 4 AM on nights

Questions

What is this games prompt for?

It is a Claude Opus motion design brief for “Browser horror survival game inspired by Five Nights at Freddy's”. Paste it into Claude and keep the timings already written in the prompt.

Where is the original film?

The creator is @kepochnik. Use View post to open the X video this prompt belongs to.

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