Step 1 of 10
Define the game loop and systems before building
Force the builder to design a complete horror gameplay loop with concrete systems, not just a spooky scene.
Keep the scope to one short but complete level with a beginning, escalation, and ending.
Plan a playable first-person horror prototype with one short level. Specify: player movement, camera, interaction system, inventory or key items, door/lock logic, objective chain, threat or enemy behavior, audio scare triggers, lighting/event triggers, UI prompts, death/capture state, and end condition. Return a build plan with concrete systems, scene objects, scripts/components needed, and the order to implement them so the game is playable end to end.
Expected after this step
A concrete game specification describing the level flow, mechanics, and required systems.
Should not happen
- ✕AI builds a level that looks scary but has no real gameplay loop
- ✕Interactions appear in UI but objects do not actually change state
- ✕Enemy is decorative, scripted once, or does not truly chase the player
- ✕Objectives are described in text but are not connected to progression logic
Verify before continuing
Do not move on until every check is true. The complete button stays locked until then.
Do not continue if…
- !AI builds a level that looks scary but has no real gameplay loop
- !Interactions appear in UI but objects do not actually change state
- !Enemy is decorative, scripted once, or does not truly chase the player
- !Objectives are described in text but are not connected to progression logic
- !Doors, keys, and triggers exist visually but are not wired together
- !Game has no real win state, lose state, or restart flow
If the AI messes this up
Use this when the AI fakes progress or breaks the feature. It forces a real fix.
Your plan is too vague and cinematic. Rewrite it as a build specification with exact systems, object interactions, state changes, and a full playable loop from spawn to victory or death.