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Arcade › Crypt Key Maze
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Parker Pinsoneault built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Crypt Key Maze yet. Play it, then tell Parker Pinsoneault what you would add next.
Crypt Key Maze was built by Parker Pinsoneault 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 Crypt Key Maze 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 3D first-person maze escape game titled "Crypt Key Maze". Use a dark, low-poly dungeon/crypt aesthetic with modular stone walls and dirt/stone floor tiles, dim blue-black ambient lighting, fog, strong shadows, and warm orange torch lights placed around the maze. The player camera is at human eye height in a perspective view, with a small glowing cream crosshair dot at screen center. Build a fixed enclosed grid maze with 11 columns by 9 rows. Use this exact layout, where # is a solid wall, . is walkable floor, and E is the walkable exit cell: ########### #...#.....# #.#.#.###.# #.#...#...# #.#####.#.# #.....#.#.# ###.#.#.#.# #...#...#.E ########### Place the player in walkable cell column 1, row 1, and make the exit cell column 9, row 7 on the far eastern outside edge. Construct boundary walls around walkable cells and a clearly marked doorway at the exit edge. The exit should have a dark sliding rectangular door/panel, a glowing golden circular rune/lock mark, and a bright golden threshold line. Add a small golden directional marker/arrow near the exit. The goal is to collect exactly two floating golden keys hidden in dead ends: one in cell column 7, row 1 (the north key) and one in cell column 1, row 7 (the south key). Keys should hover slightly above the floor, rotate continuously, and emit a small warm point-light glow. The player must approach a key and press E to collect it; hide the key after pickup. Show an interaction prompt near interactable objects. Near a key display "E — Pick up key". Near the exit, before all keys are collected, display "Exit locked — need 2 more keys" or the appropriate remaining count. The exit starts locked and physically blocks passage. After both keys are collected, change the HUD status to "Both keys found. Return to the glowing exit.", change the exit lighting/door coloring from orange-brown to green, and allow the player to press E near it to open the exit. When opened, slide the door panel upward, disable its collision, make the exit glow green, and show "Exit open. Walk through the golden threshold." The player wins only by walking through the open doorway/threshold, not merely by opening it. Then pause movement and show a centered dark victory panel with a gold border, title "You escaped", text explaining that the crypt door opened and both keys were found, plus a "Restart Maze" button. There is no timer and no default lose condition. Keyboard/mouse controls: WASD or arrow keys move, clicking the game enters pointer lock, and mouse movement looks around in first person. Clamp vertical look so the player cannot flip over. Use collision against maze walls and the locked exit, with a small circular player radius so the player cannot pass through walls. Include a start overlay with the title, the instruction text "Escape the dim maze. WASD moves, mouse looks, and E interacts. Find both keys, unlock the marked exit, then walk through.", and a "Click to enter" button. Escape releases pointer lock. Support touch devices visibly: show a translucent circular virtual joystick at bottom-left for movement, a rounded E interaction button at bottom-right, and allow dragging on the view to look around. On desktop, keep these mobile controls hidden. HUD styling should be minimal and readable: cream text with shadows, dark translucent rectangular panels with thin gold borders, top-left counter "Keys: 0 / 2", a top status panel initially reading "Find the keys. Press E near objects.", and a contextual prompt near the lower center. Use a nearly black background, blue-violet crypt shadows, gold accents, and warm torch pools of light. Place lit torch props and orange point lights throughout the corridors for navigation. The overall feel should match a moody, sparse, low-poly dungeon viewed in a narrow first-person corridor, with the UI especially prominent on mobile portrait screens.