← Chris Sixsmith

Did You See It?

Short narrative game · Personal project · 2026

The opening text fading in, line by line: there are supplies the village needs, held onto for a very long time, in cellars below that nobody has entered
The opening, at the game's native 320×200.

Did You See It? is a short battle of wits with a plan-based AI. It's a prototype I made in September 2026 with the help of Codex CLI. It runs in my own C engine, drawn by an early prototype of Renderboy. I made all the art and did the sound design myself; the player model is based on a design by durb.

Play it in your browser, with a keyboard or a touchscreen.

The story is told through intro pages and dialogs. The camera controls are limited in a very specific way that means part of each room is always out of view.

Details

Expand spoilers: the map is a drawing

The game's entire map is generated from this drawing, which I edit in Aseprite to add new areas. Each pixel is one tile.

The game's map drawing: small rooms in dark colours joined by corridors, running from the top of the image to the bottom, with a pale square in the middle for the library
The whole game, shown four times larger than the 1-pixel-per-tile drawing.

To create many levels from the rooms on the map, I use a "rolling flood fill" algorithm which works sort of like the flood fill in a drawing program and fills open space, stopping at doors and walls.

Expand spoilers: how the monster thinks
In a lit room, the monster's head peeks round a doorway, an arm slowly reaches along the wall to the light switch, the lights go out and it strikes in the dark
It can't walk into a tile you can see when the lights are on. Instead, it peeks in (instantly giving it your location), reaches slowly for the light switch, and comes at you in the dark.

The monster, called the Stalker in the code, follows one rule: its body can't move into any tile your camera can see. Everything clever it does comes from working around this.

Fighting back

Crates are your best defence. Set one down where a door swings and the door shuts itself. Now the monster has to move the crate before it can get in, making noise as it does.

The player picks up a crate, carries it to the tile a door swings into and sets it down; the game says SMART MOVE
Barricading a door with a crate.
The death replay map: the room goes dark, a red line shows the monster's arm reaching in, and the label reads CAUGHT
When you die, the game replays how it got you, with a hint for next time.

Watch it think

Play with the debug map to skip the intro and see every room, with you in white and the monster in red, labelled with map coordinates.

The debug map beside the game view, showing the player's and the Stalker's map coordinates
The debug map, tracking the monster as it closes in.

Technologies

Credits

Links