Haunted Marionette started with a pretty simple idea: what if the creepy part isn’t that the puppet is possessed, but that you’re the one who teaches it how to move?
At first, it’s basically a little interactive performance. You control the marionette, move it around, get a feel for the strings, and it comes off almost charming and a little clumsy. Then it starts paying attention. It anticipates movements. It repeats things you taught it without being asked. Eventually it stops following you completely.
The whole thing is built around that progression from control to autonomy. The strings are the visual language for that. In the beginning, they mean you’re in charge. By the end, they don’t mean anything anymore.
I wanted it to feel more like a short piece of interactive horror than a traditional game. One character, one stage, no giant system around it. Just movement, timing, sound, and the slow realization that the thing on the other end of the strings has learned enough to no longer need you.
The final payoff is the marionette standing on its own and giving you back the same bow you taught it at the beginning.
That was the whole point: you taught it how to move.
The Ai technology is moving so fast.
The new video editing in
@Invideo are so powerful.
I created my X-ray effects on vehicle, i just type in what i wanted for effects and invideo will do the work.
If you are video editor, you should definitely use Invideo cause invideo Editor is free to try.
Timeline: https://invideo.io/share/The-final-cut-TwMAQlqmMor/
Cross post: Twitter
FLOOR 13: THE LAST ELEVATOR is an interactive horror escape game created for the Rive Halloween Challenge.
You wake up inside an abandoned corridor with one objective: reach the last elevator before the entity catches you.
The game features three difficulty modes — Normal, Hard, and Nightmare — with real-time movement, obstacle avoidance, jumpscares, audio, and an interactive escape sequence.
Built with Rive CLI, RML, Luau scripting, GPU Canvas, WGSL shaders, Data Binding, and State Machines.
The environment and gameplay are rendered in real time with GPU Canvas and custom WGSL rendering, while Rive scripting handles movement, collisions, difficulty modes, interactions, audio, and game state.