Arcade › Basement Below
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Basement Below was built by Gemini Omni 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 Basement Below 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 dark third-person 3D horror/stealth-combat game titled “Basement Below.” Use Three.js-style real-time 3D rendering with a perspective camera following the player from about 4.5 units behind, a nearly black background, heavy dark fog, subtle vignette, and low-contrast cinematic lighting. The setting is a large enclosed concrete basement maze: a 34-by-34 dark floor, outer boundary walls, and multiple narrow concrete partition walls forming corridors and chambers. Add sparse rusty industrial dressing, specifically rust-colored pipes and several barrels around the perimeter and in corners. Use a very dark gray/blue palette with a faint pulsing red point light in the distance, cool weak ambient/moon lighting, and a warm flashlight beam as the main visible illumination. The player is a female explorer character in third-person view, starting near the southwest corner at approximately (-13, 0, -13). Give her subdued clothing with a pink/magenta top and black pants/shoes. Attach a strong warm-white cone flashlight to her front, with a small visible glowing bulb; the flashlight can be toggled on and off. Movement should work with WASD or arrow keys, and dragging the mouse/touch should rotate the view. Support jumping with Space, running with Shift, and include touch-friendly on-screen controls for Crouch, Run, and Light. Crouch toggles the player’s vertical scale down to about 68%; Run toggles movement speed between walking at about 2.5 and running at about 4.7. Show the current state in the upper-right HUD as “FLASHLIGHT ON/OFF” and “WALK,” “RUN,” or “CROUCH.” Populate the maze with nine dark armored SWAT/soldier enemies in small pairs, distributed through the corridors. Each enemy has three health points, patrols a rectangular route at slow walking speed, and uses animated Idle, Walk, and Run states. If an enemy is within roughly 10 units and has unobstructed line of sight to the player, it chases at increased speed; when within about 2.6 units it attacks with close-range damage, reducing player health by 8 about every 1.1 seconds. Concrete maze walls should block line of sight. When the player’s flashlight is on and an enemy is within about 8 units and visible to it, continuously damage that enemy; after it is defeated, hide it and spawn a small orange ammunition pickup at its position. Let the player collect pickups by approaching within about 1.25 units, adding 12 to the ammo counter. There is no visible firearm or shooting mechanic: ammo is only a collected HUD resource. Display a minimal translucent HUD over the game: upper left title “BASEMENT BELOW” with letter spacing, below it “WASD / arrows move · drag to look · Shift run · Space jump”; upper right flashlight and pace status; lower left “HEALTH [value] AMMO [value] TROOPERS [remaining count].” Put the Crouch, Run, and Light buttons at the lower right, with dark rounded rectangles and a magenta highlighted active state. Include a full-screen radial black vignette, preserving the oppressive low-visibility atmosphere. Make the scene feel like an explorable basement survival encounter focused on navigation, flashlight management, avoiding or weakening patrolling troopers, and collecting their dropped ammunition.