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Creepy Hotel

  • 3d
  • first-person
  • horror
  • survival
  • arcade
0
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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. Damian Garcia built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Creepy Hotel yet. Play it, then tell Damian Garcia what you would add next.

Make your own game

Creepy Hotel was built by Damian Garcia 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 Creepy Hotel 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 Creepy Hotel

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 survival horror game titled “Creepy Hotel.” The player stands at eye height (camera around 1.6 units high) in a dim, nearly black hotel environment and must survive as long as possible while cute-but-creepy pink animal robots approach and catch them. Use a Three.js-style first-person perspective with mouse-look controlled by pointer lock: clicking the page both starts the game and locks the mouse, mouse movement looks around, WASD moves relative to the camera’s yaw, and Escape unlocks the pointer. When the pointer is unlocked and the player is alive, show a large centered white serif “Click to Start” overlay. At the top-left show a small monospace HUD reading “SURVIVED: {seconds}s” in bright red, with help text beneath it reading “WASD to move · Mouse to look · Esc to unlock” in a muted pale pink. Also show the atmospheric instruction near the lower center: “Don’t let the robots get close.”

Build a 60-by-60 square floor with a dark brown material, enclosed by four outer walls forming a boxed hotel boundary: walls along x/z ±30, approximately 5 units high and 1 unit thick. Add interior walls creating a simple cross-like hotel layout: two horizontal wall segments centered at z=-15 and z=15, each about 30 units wide, plus two vertical segments centered at x=-15 and x=15, each about 30 units long; make them dark reddish-brown, tall and solid-looking. Keep the visual setting sparse and ominous. Use a black/deep maroon background and heavy fog that makes distant geometry disappear, with a dim warm directional light and four warm orange point lights around (-10,4,-10), (10,4,-10), (-10,4,10), and (10,4,10). Make those lights visibly flicker subtly over time. Enable soft shadows on the walls, floor, and characters.

Spawn exactly 19 robots at random positions within the approximate playable square from -25 to 25 on x and z. Each robot is a simple stylized toy-like animal built from primitive geometry: a box body about 0.8 wide, 1.0 high, and 0.6 deep; a pink animal head chosen randomly from three variants—bear uses a 0.6 cube, bunny uses a sphere plus two thin upright cylindrical ears, and cat uses a six-sided cone. Give every robot two small glowing red eyes positioned on the front of its head. Robots should be pink/lavender with slightly shiny metallic materials, float-bobbing subtly up and down when idle, and have no weapons or attacks.

Each robot has an individual movement speed randomly chosen between about 0.5 and 1.5 units per second. While more than 15 units away from the player it idles in place, bobbing gently. When within 15 units, it chases the player by moving directly toward them on the horizontal plane, turning to face the player, and changing its main body/head color from pink to red. If any robot comes within 1.5 units plus the player’s approximately 0.35-unit radius, immediately end the run. On game over, keep the robots bobbing in place, unlock the mouse, hide the start overlay, and display a centered game-over overlay with “CAUGHT!” and a line stating “You survived {seconds} seconds,” plus a hint to refresh/restart. The survival timer should count upward in whole seconds while the run is active, and movement should stop after being caught. Keep the player constrained to the outer square bounds around x/z ±28, with a fixed camera height of 1.6. Render the game in a stark, low-light creepy style: black/maroon fog, dark reddish hotel walls, brown floor, warm flickering pools of light, pink toy robots, and bright red eyes.”,

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