Skip to content

Arcade › A Game About Bathrooms

A Game About Bathrooms

  • 3d
  • first-person
  • runner
  • arcade
  • comedy
  • low-poly
  • mobile-friendly
0
Remix it Discord

4 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Random Dude built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about A Game About Bathrooms yet. Play it, then tell Random Dude what you would add next.

Make your own game

A Game About Bathrooms was built by Random Dude 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 A Game About Bathrooms 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.

Read the build brief for A Game About Bathrooms

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.

Recreate a browser-playable first-person 3D comedy runner called “A Game About Bathrooms.” Use Three.js-style low-poly graphics and a bold Rubik-like UI. The game begins at a menu overlay over a dark purple/black thrift-store scene. At the top of the HUD, show three large rounded cards: a yellow “NiceStuff” store label at left, “Bathroom Run 60s” in the center, and “Panic 0%” at right. The opening story panel is a large dark translucent rounded rectangle near the lower middle with the title “A Game About Bathrooms,” explanatory text about Cameron browsing NiceStuff, and a mint-green “Start shopping” button. Below it, show the instruction strip “Watch the setup, then run. This is a very serious bathroom emergency.” and large mobile-style left, coral JUMP, and right buttons along the bottom.

The protagonist is Cameron, seen in a brief third-person opening setup and represented procedurally by a dark hoodie, gray sweatpants, and a boxy television/static screen for a head. The TV screen should show grayscale static with a subtle cyan tint. The story sequence lasts about 7.4 seconds after pressing Start shopping: Cameron examines a display table of odd used mugs, boxes, and a possibly haunted lamp; then gets stomach pain, with the story text mentioning a dog scratching at the back door; then he realizes walking is no longer an option and the camera transitions into the run. Keep the tone deliberately absurd and serious.

The main gameplay is a first-person endless-runner-like dash down one long NiceStuff used-object store aisle, visually similar to a simple Subway Surfers lane runner. Build a long purple carpet/floor with two yellow lane-divider stripes, dark side walls, a low dark ceiling, repeating warm fluorescent ceiling lights, and shelves along both sides stocked with boxes. Decorate the aisle with scattered low-poly thrift props: donation boxes, floor lamps, bears/dolls, colorful toy blaster/rifle props, and several procedural bicycles. Place a “NiceStuff” sign at the store front and a “BATHROOMS” sign at the far end. Cameron’s hoodie sleeves/hands can be visible at the bottom of the first-person view. Add a slight running camera bob and footsteps.

The runner has exactly three lanes, with horizontal positions left, center, and right. The player automatically runs forward for 30 seconds, starting at approximately 3.25 speed and gradually accelerating up to about 8.4. The timer HUD should show the remaining seconds (starting at 60 in the visual design, while the playable run objective is 30 seconds/reaching the end), and panic starts at 18% and rises continuously to a maximum of 100% during the run. The player switches lanes with A/D or Left/Right arrows; on mobile use the left/right buttons, and horizontal swipes should also switch lanes. Jump with Space, W, Up arrow, the JUMP button, or an upward swipe. Smoothly interpolate lane movement and use gravity/jump physics: a jump launches upward, falls back to the aisle, and can clear low fallen objects.

Populate the aisle with a fixed repeating obstacle plan extending toward the bathroom. Obstacles occupy lanes and approach the first-person player as the player advances. Most obstacles are fallen donation boxes/objects: low brown or colored rectangular junk with a small loose item on top. These are jumpable; colliding with one while not sufficiently airborne causes a trip and game over, showing a “Trip disaster.” panel explaining Cameron hit a fallen object and offering a way to restart. Every fourth-style pattern also includes people: simple low-poly shoppers with colorful shirts, heads, and a visible “HEY!” speech bubble. Hitting a person cannot be jumped over; it makes them mad, shows a failure message saying Cameron bumped into a person and they yelled “watch it!”, and resets the run after a short delay. On successful completion, run to the end of the store or survive the objective and transition through a short camera move toward the bathroom.

After the run, enter a small first-person bathroom free-roam room with pale walls, a blue/turquoise tiled-looking floor, a ceiling light, and three side-by-side stalls. Each stall has turquoise divider panels, a back panel, a blue door, and a simple white toilet with bowl, seat, and tank. Also include a sink and mirror on one side. In this phase hide the running mobile controls. The player can move around with WASD or arrow keys, look around by dragging the mouse/touch pointer, and click a stall door to select it. Constrain movement within the bathroom. Display the hint “Bathroom free roam: WASD moves • drag to look • click a stall door.”

When a stall is clicked, briefly cover the screen with a black blackout overlay and play a timed comic sound sequence: stall opening, stall closing, zipper, and clothing/fabric rustle. Then place the camera seated in the selected stall in first person, facing the toilet; allow drag-to-look only. For 10 seconds, show a hint counting down that the player is looking around while seated. After this, begin a toilet minigame with a prominent vertical meter at the side of the HUD. A ball starts near the bottom and falls continuously; the player must repeatedly click/tap a large PUSH control to raise it. Complete three rounds. Use increasing fall rates for rounds 1–3 and slightly decreasing push gains so the final round is harder. The goal is to push the ball into the red zone at the top; hide the meter between rounds, play a splash sound after each success, then give another seated-look interval before the next round. Show the instruction “Round 1/3: mash PUSH until the ball hits the red top” (with the correct round number).

After all three rounds, pause briefly, play a sigh, and show a clickable dialogue panel. First line: “Cameron:OH FINALLY I FEEL SO MUCH BETTER”. Clicking advances to: “Cameron:WAIT THERES NO MORE TOILET PAPER!” Clicking again rolls credits. The credits should include this exact required text: “DONT BLAME ME IF THIS GAME IDEA IS WEIRD I WAS BORED AND STARING AT A WALL FOR A MINUTE AND GOT THIS IDEA.\n\n-dev”. Offer a Play Again option that restarts the run.

Use a playful, polished arcade presentation: dark purple background and translucent charcoal panels with thick gray borders, yellow NiceStuff branding, mint-green primary action buttons, coral jump/failure controls, large white typography, rounded corners, and responsive layout for desktop and mobile. Use low-poly Kenney-like thrift-store, furniture, bathroom, door, sink, mirror, toilet, bear, box, lamp, and blaster assets where available, with procedural fallback geometry matching the style. Include the described audio cues (footsteps, stall sounds, zipper, fabric, splash, sigh) but do not add unrelated mechanics, scoring, weapons, inventory, or enemies. The complete flow must be playable from menu through runner, bathroom exploration, stall selection, toilet meter, dialogue, and credits.

More free browser games

Browse the whole Arcade →