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Arcade › After Hours Arcade
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Remix After Hours Arcade 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 playable Three.js ES-module survival-horror security-office game titled “After Hours Arcade.” The player is stationary in a dark, low-poly haunted pizzeria/arcade office and must survive a six-hour shift from 12 AM to 6 AM, represented as 360 real seconds. Use a first-person perspective with a 74-degree perspective camera. The visual style is very dark and atmospheric: near-black blue-gray background and fog, weak warm room lights, cool blue ambient/moon fill, muted maroon wall trim, sparse low-poly restaurant furniture, and strong HUD panels with thin cyan borders. The initial office view should show a central security desk with three dim blue monitor screens, an office chair/fan, dark walls, and two side hallway entrances. Keep the office view mostly black and readable only through subtle blue fill, hallway lights, and a flashlight. Build the pizzeria as connected low-poly rooms: a security office at the front, dining room behind it with several round decorated tables and chairs, a show stage farther back, kitchen to the right, backstage to the left, and left/right halls leading toward the office. Include simple box-built floors, ceilings, walls, red trim stripes and door frames. Load restaurant/furniture-style low-poly props where available, but keep the game playable with procedural fallback geometry. Use three hostile mascot creatures, preferably low-poly monster models: purple “Birb,” dark red “Demon,” and yellow/gold “Bee.” Place each at the start of a distinct route and animate them with idle/walk/attack clips when available. Routes are: Birb: Show Stage → Dining Room → Left Hall → Left Door → Office; Demon: Backstage → Dining Room → Right Hall → Right Door → Office; Bee: Kitchen → Dining Room → Right Hall → Right Door → Office. The core loop is monitoring and power management. Start with 100% power. Drain power continuously from a small baseline, with additional drain while the CCTV monitor is raised, either security door is closed, either hallway light is held, or the flashlight is on; camera flashlight drains more than office flashlight. When power reaches zero, shut off monitor, doors, lights and flashlight, begin a blackout timer, and after a delay lose the night if a mascot is near or the blackout lasts too long. Display the current time as 12 AM through 6 AM and a prominent power percentage plus horizontal meter. The main control is a bottom-center “RAISE MONITOR” button, changing to “LOWER MONITOR.” Raising it switches to CCTV views and hides the office door/light controls. Provide seven camera locations: CAM 1A Show Stage, CAM 1B Dining Room, CAM 2A Kitchen, CAM 2B Backstage, CAM 3A Left Hall, CAM 3B Right Hall, plus an office camera. CCTV views are elevated/pulled-back room views with a dark translucent overlay and animated scanline/static noise. Show the current camera title and a separate camera-map HUD panel at the right with a simple floor plan and clickable circular nodes labeled 1A, 1B, 2A, 2B, 3A, 3B, and OFF. Highlight the selected camera and highlight camera nodes containing mascots. Allow number keys 1–6 to select the six non-office cameras. Allow mouse/touch dragging over the rendered view and arrow keys to pan the office or active CCTV view within constrained yaw/pitch limits. Show an “Active Mascots” panel near the upper left beneath the top bar. List Birb, Demon and Bee, their current room, and states such as quiet with countdown, ACTIVE, JUST MOVED, CLOSE DOOR, or BLOCKED. Use red styling for immediate door threats and amber styling for movement/activity. Mascots move along their routes on cooldowns that become faster as the shift progresses. When one reaches a left or right door, the player must close the matching security door. A closed door blocks the mascot; after it attacks briefly, make it retreat several route steps and reset its cooldown. If the door is open, the mascot enters the office and the player loses after a short attack delay. If a mascot is already in the office, also lose. Update the status message with warnings like “Something is at the LEFT door,” “Something is at the RIGHT door,” movement detected, blocked/retreated messages, and power-out warnings. On the office HUD, place two vertical side control stacks: on the left, “LEFT LIGHT” above “LEFT DOOR”; on the right, “RIGHT LIGHT” above “RIGHT DOOR.” Doors are toggles with dark gray normal state and red illuminated active state; closed security doors should visibly appear in their door frames. Hallway lights are hold-to-use controls: while held, illuminate the corresponding hall with a bright warm spotlight and reveal a nearby mascot, then turn off on release. Provide a gold-bordered bottom-center “FLASHLIGHT” button above the monitor button; it toggles the flashlight and changes to “CAM FLASHLIGHT” while viewing CCTV. Also support keyboard controls: Space raises/lowers monitor, A/D toggle left/right doors, Q/E hold left/right lights, F toggles flashlight, number keys 1–6 select cameras, and arrow keys nudge view. Support mouse/touch HUD buttons. Add a start overlay titled “After Hours Arcade” with the instruction that the player must survive the haunted pizzeria shift, monitor mascots with CCTV, close a door only when a mascot is at that hallway, and conserve power. Include a “Start Night” button. On victory at 6 AM show an end overlay titled “6 AM” with a survival message and “Restart Night.” On defeat show “SHIFT FAILED” with the relevant cause and the same restart button. Make the HUD responsive for small screens: compact top panels, side controls moved toward the bottom, and the camera map repositioned above the bottom controls. Expose window.getGameState() and window.setGameState(patch) for inspection/tweaking, including elapsed time, power, monitor/camera state, doors, lights, flashlight, game-over state, camera pan, and mascot route positions.