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Arcade › Basement Escape
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jion Taylor built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Basement Escape yet. Play it, then tell Jion Taylor what you would add next.
Basement Escape was built by Jion Taylor 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 Escape 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 tense low-poly, top-down 3D horror escape game titled “Basement Escape.” Use Three.js-style 3D graphics with a dark nearly black background, fog, sparse cold ambient/moon lighting, procedural rectangular rooms and walls, soft shadows, and a visible warm flashlight beam/cone from the player. The camera is an elevated perspective camera looking down at the player and slightly ahead, following smoothly as the player moves. Premise and goal: the player wakes in a basement with only a flashlight. First find the marked basement passage/stairs and transition to the main floor. On the main floor collect three floating key items—a gold front-door key, a cyan fuse, and red/dark chain cutters—then reach the front door at the south edge to escape. The front door is visibly locked/chained until all three items are collected. If the player reaches the exit without everything, show a message explaining that the key, fuse, and cutters are needed. World layout: build two separate floors. Basement: two connected rectangular rooms, a darker cell/starting room and boiler room, with wall collision, a central passage opening marked by a faint glowing blue floor strip, another stair trigger in the boiler area, barrels, a locked chest, and a blood stain. Start the player near the left side of the basement. Main floor: a broad central hall plus smaller study and kitchen rooms at the back, with door gaps, interior divider walls, a dropped axe, barrel, chest, and blood stain. Place the key in the study, fuse in the kitchen, and cutters in the hall. Mark the stair connection and keep the exit door at the front/south edge. Player and controls: represent the player as a simple pale capsule/person with a floor shadow. Move with WASD or arrow keys; on touch devices provide a large translucent circular virtual joystick at lower left. Movement is collision-limited by room walls and props. The flashlight aims in the same X/Z direction as the player’s last movement direction, with a visible translucent warm triangular/conical floor beam and a strong spot light. Normal flashlight intensity is substantial but the battery drains slowly (about 0.6 per second). Holding Space on desktop or pressing/holding a lower-right circular “FOCUS” button on mobile strengthens the flashlight, slows movement, and drains battery quickly (about 8 per second). When the battery reaches zero, the light is very dim. Include a top-right Flashlight battery bar and Fear bar. Enemy and danger: after entering the main floor, activate a captor enemy, using a low-poly animated zombie/apocalypse-style female character if available, with a simple red capsule fallback if the model fails. She patrols/chases the player around the main-floor rooms and is not active in the basement. She moves toward the player when nearby or after items are collected. Pointing the flashlight directly toward her while she is within range stuns/slows her briefly; focused light has a longer range. Fear rises when she is close, rises very quickly when almost touching the player, and recovers when she is far away. The player loses if fear reaches 100 or the enemy catches them at close range. Show a persistent loss message: “She found you. The basement door slams shut again. Press Restart.” HUD and presentation: use a fixed overlay in warm off-white text with subtle shadow. Top-left show the current objective, such as “Basement: find the stairs to the main floor,” “Main floor: collect key, fuse, and chain cutters,” or after completion “All items found. Run to the front door.” Below it show “Items: none” or the collected item names. At top-right show labeled horizontal Flashlight and Fear meters, with a yellow flashlight fill and red fear fill. Provide a Restart button at upper right. Display centered translucent dark message cards for the opening instruction, pickups, floor transition, locked-door warning, win, and loss. The opening message says: “You wake in the basement with only a flashlight. Find the stairs.” Bottom-center hint: “WASD / arrows to move. Your flashlight points where you move. Collect key items, then reach the front door.” On coarse/mobile input, show the joystick and circular red-tinted FOCUS button. On winning, show: “You cut the chain, turn the key, and burst into the night. You escaped.” Use model props resembling the visible Quaternius zombie-apocalypse asset style for the enemy, chest, barrels, axe, and blood decals when available, but retain procedural primitive fallbacks so the game remains playable. Include smooth camera following, animated pickup bobbing/rotation, flashlight direction tracking, collision detection, restart resetting both floors, items, battery, fear, enemy, and player position, and a playable loop from basement start through escape or capture. Do not add unrelated weapons, combat, inventories, or mechanics.