Arcade › 100 Doors
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100 Doors was built by Alex 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 100 Doors 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 first-person 3D survival/escape game titled “100 Doors: Night Run.” The player must travel forward through a long sequence of 100 connected, box-shaped rooms and open doors in order, ultimately escaping after door 100. Use a very dark nighttime presentation: near-black navy background and fog, dim cool moon/hemisphere lighting, soft shadows, and occasional warm lantern/candle props. The visible scene should feel like a gloomy crypt or abandoned interior corridor, built from dark gray floors, side walls, ceilings, and brown wooden doors. Use a Three.js-style perspective FPS camera with a wide field of view, subtle fog, and a player avatar represented by the camera rather than a visible body. Each room is approximately 9 units wide, 3.4 units tall, and 8 units deep, with the player moving down the central hallway; the rooms are arranged linearly along the negative Z axis. The player begins in an entry hall facing the first door. Core controls: WASD or arrow keys move, mouse dragging looks around, Space jumps, and E interacts. Also provide a clickable/touch-friendly Interact button whenever something is close enough. The player moves at roughly walking speed and can jump. Interaction should choose the nearest usable object within about 2.2 units, otherwise open the current door when within roughly 2.3 units. Opening a door hides/removes it, increments the door counter, moves the player forward slightly, and displays a short event message. The first door is already visually open/absent. At door 100, opening it ends the run with an “You Escaped” overlay showing the amount of gold collected. Populate each room with two brown wooden drawer/cabinet blocks, one on either side. Drawers can be searched only once: usually they are empty, but sometimes give a random amount of gold or one item. Gold from a drawer is a small random amount, while a chest gives a larger random amount. Every sixth room contains a larger brown chest; some chests are locked and require a Lockpick. Searching a locked chest without a Lockpick leaves it available and displays “Locked chest — find a Lockpick.” Every third non-dark room contains a glowing blue Vitamins pickup. Room 50 contains a blue object representing Jeff’s Shop; interacting with it costs 50 gold and grants Vitamins, or reports that the player needs 50 gold. Collected objects disappear after use. Make every ninth door after the beginning (doors 9, 18, 27, etc.) locked, with a red door-number plate. Locked doors require a Key found randomly in drawers; using a Key consumes it. Other doors have blue number plates. Show numbered plates on doors and use the current progression as “Door N / 100.” Darker rooms occur when the room number is divisible by 5 or 7. In dark rooms, occasionally spawn a small red Screech threat behind the player; the player must press E quickly to make it flee, otherwise it damages the player. Drawers have a very rare chance to spawn “Timothy,” a small red spider-like sphere that briefly attacks and scratches the player. Add milestone hazards: whenever the player opens a door number divisible by 10, spawn an event. At multiples of 10 use a fast red Rush attacker; at multiples of 20 use an Ambush attacker. Announce that the threat is coming and that the player should move past the next room. These entities travel toward the player and deal significant damage on contact. Use red lighting during active Rush/Ambush danger. Health starts at 100 and is shown as a horizontal bar with a pink/red-to-orange gradient. Taking damage causes a brief translucent red screen flash and an event message. At zero health, stop gameplay and show a centered dark overlay titled “You Died,” explaining the reached door and that gold is saved. Include a Restart Run button that restores health to 100 and resumes at the current door, and a Use Revive button only when revives are available; reviving consumes one revive, restores health to 65, and resumes at the current door. Award one revive for each 5,000 total gold milestone, while current gold is capped at 10,000. Persist progress in local storage, including current door, gold, total gold, revives, health, and collected item counts. The HUD should match a clean, modern dark overlay style over the 3D view. At top-left place a rounded translucent panel with the heading “100 DOORS · NIGHT RUN,” current “Door 1 / 100” style progress, “Health,” the gradient health bar, and small inventory chips such as “Key ×1,” “Lockpick ×1,” “Lighter ×1,” “Flashlight ×1,” or “Vitamins ×1.” At top-right place three separate rounded stat panels labeled Gold, Revives, and Items, with bold numeric values; Items is the number of distinct item types collected. Along the bottom-left show a rounded instruction panel reading “WASD / arrows move · mouse drag look · Space jump · E interact” and an event/status line such as “Find the next door. The dark is listening.” At bottom-right show an orange Interact button only when close to a valid drawer, chest, shop, pickup, or door, with its label changing to “Open drawer,” “Open chest,” “Open shop,” “Open item,” “Open door,” or “Unlock door.” Use a centered modal overlay for death and victory. Keep the overall art style minimalist, low-poly, moody, and dark, with rounded glassy HUD panels, cool gray architecture, brown wood, blue pickups/plates, red danger effects, and warm lantern/candle points of light.