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Button-Eyes Factory

  • 3d
  • first-person
  • horror
  • escape-room
  • stealth
  • neon
  • factory
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How to play

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

Discussion

Nobody has said anything about Button-Eyes Factory yet. Play it, then tell Eyad hasan what you would add next.

Make your own game

Button-Eyes Factory was built by Eyad hasan 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 Button-Eyes Factory 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 Button-Eyes Factory

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 horror-escape game titled “BUTTON-EYES FACTORY.” Use a dark, neon-lit toy/factory interior built from simple low-poly geometry. The player starts in a long connected factory shell consisting of multiple roughly 18-wide by 16-deep rooms extending down the Z axis, with a dark purple floor, near-black purple walls, fog, and gloomy violet/blue ambient lighting. Add flickering warm yellow hanging lamps, pink warning light, conveyors, metal doorway frames, and colorful giant toy blocks with small white knobs on top (pink, cyan, yellow, green, and red). Use a very dark background and strong magenta/cyan emissive accents, matching a stylized retro neon horror aesthetic.

Start with a full-screen title overlay: black/purple radial-gradient background, thin magenta bordered panel, glowing pink title “BUTTON-EYES FACTORY,” subtitle “The night shift never left. Find three power cells, wake the doors, and get out before something in the vents notices you.”, controls text “WASD move · mouse look · E interact · Shift sprint · Space jump · click stretch glove,” and a bright pink “ENTER THE FACTORY” button. Clicking it begins play and enables pointer-lock first-person mouse look.

The player is an invisible first-person avatar positioned near the entrance, with a small circular white crosshair centered on screen. Implement WASD movement, mouse look, jumping with Space, E interaction, and Shift sprint. Include a stamina bar at bottom left, 0–100, draining while sprinting and recovering while not sprinting; style it with a pink-to-yellow gradient and glow. Bottom right HUD text says “STRETCH GLOVE” and “CLICK: cable grab · E: interact.” When near an interactable, show a bottom-center prompt such as “E — interact” or “E — carry power cell.” Clicking uses a centered raycast and can grab a visible power cell within range; although called a stretch glove, no separate glove model is shown.

The objective is a linear escape sequence. Place three glowing power cells in the early rooms, at approximately (-5,1,-2), (5,1,-10), and (-5,1,-18). Each is a small colored glowing rectangular core (pink, cyan, or yellow) with a white torus ring. E or a centered click makes the cell disappear and increments the counter. Update the top-center objective from “Restore power: carry 3 cells to the fuse box” to “Power cells delivered: 1/3 — find the fuse box” and so on. Place a metal fuse box around (0,1.1,-8), with a dark front panel. E only activates it after all three cells have been collected. Then set the objective to “The vents are moving. Run to the color switches.” and activate the pursuer.

In the next room place three large colored wall/floor-mounted switches around x=-2.1, 0, and 2.1 at z=-16, colored pink, cyan, and yellow. After the fuse box is activated, E on each switch turns it on: visibly lower its vertical scale and increase its glow. Once all three are on, update the objective to “Find the keycard in the packing room.” Place a small cyan keycard near (5,1.05,-24), and only allow it to be collected after the switches are solved. It disappears on interaction and changes the objective to “The final escape door is unlocked.”

Add a hide locker around (-5,1.15,-28), a tall metal box. E toggles hiding, changing the objective to “You are hidden. Hold still…” or “Leave the locker and keep moving.” While hidden, the monster must not pursue or catch the player; leaving it resumes danger. Place a final red escape door around (0,1.5,-42), roughly 3.6 wide and 3 high. E on it only succeeds after the keycard is collected. Show a full-screen end card titled “YOU ESCAPED” with the text “The factory lights die behind you. Somewhere inside, two buttons click in the dark.” and a “PLAY AGAIN” button that reloads/restarts the game.

After the fuse box is used, reveal the enemy Mr. Button-Eyes around the far conveyor area near z=-37. Make it a tall, simple plush-like dark purple silhouette: capsule-shaped torso, spherical head, long capsule arms, and two prominent white button-like eyes with dark pupils. It should face the player and slowly move toward them through the factory when they are not hidden. If it gets closer than about 1.65 units, end the game with a full-screen card titled “CAUGHT,” text “Mr. Button-Eyes found you between the conveyors.”, and a “RETRY” button. Include simple oscillator tone feedback for starting, collecting cells, activating the fuse, switches, keycard, catching, and escape, but keep audio minimal and synthetic.

Use a fixed long-room environment with conveyors placed along the left side at successive depths and a wide factory doorway at the far end. Include fog that obscures distance, hard shadows, ACES-like tone mapping, flickering lights, and emissive material glow. Preserve the readable HUD hierarchy: centered uppercase objective in a translucent dark panel with a thin muted-purple border at the top, central crosshair, contextual interaction prompt near the bottom, stamina lower-left, and stretch-glove label lower-right. The game should be playable in a browser with WebGL/Three.js-style first-person controls and should not add mechanics beyond this described collection, switch, hiding, chase, keycard, and escape flow.

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