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Arcade › Door Delay
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Greg Waggoner built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Door Delay yet. Play it, then tell Greg Waggoner what you would add next.
Door Delay was built by Greg Waggoner 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 Door Delay 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 first-person 3D escape-house puzzle game titled “Door Delay.” The player is trapped in a plain, polite fake-haunted escape house and must progress through 100 small rooms before a 100-minute countdown reaches zero. Use a Three.js-style WebGL presentation with a 72-degree perspective camera at approximately head height, WASD or arrow-key movement, Q and mobile turn buttons for rotation, mouse/touch dragging to look horizontally, and E or a large mobile USE button for interaction. Keep the tone minimal, muted, and suspenseful: nearly black/charcoal walls, floor, ceiling, soft gray fog, subtle warm wall lamps, sparse plain geometry, no gore, monsters, jump scares, or combat. The room should be a compact rectangular space roughly 12 by 14 units, enclosed by walls and ceiling, with the player starting near the back and facing the front wall. At the front, place three separate numbered doors side-by-side at left, center, and right. Each door has a dark gray panel, a small golden knob, a light rectangular number plaque, and simple doorway/wall-frame dressing. Include a clearly labeled “VENT” grate on the left wall, and optionally use simple low-detail furniture-kit-style wall, doorway, and lamp assets if available. A faint friendly sheet-ghost shape may exist in the scene definition but should remain invisible during play; the actual game should stay empty and non-threatening. At the top HUD, show the game title and the instruction “Find the real exit door. Nothing here is actually scary.” On the right show “Room N / 100,” the remaining time as MM:SS, and the collected tools. Show a prominent clue line such as “Best path: Choose the lowest number.” The current room should also produce short centered feedback messages. At the bottom show the contextual interaction prompt, initially something like “Start when ready,” then prompts such as “Press E / USE to open door 1,” “Door 2 needs keycard,” “Press E / USE to take screwdriver,” or “Press E / USE to enter vent.” Provide an intro overlay titled “Door Delay” explaining that the player is trapped in a fake-haunted escape house with 100 rooms and a 100-minute timer, warning that doors may lie, reset the room, or complain about shoes, with a prominent purple Start button and keyboard/mobile control instructions. On winning, show an overlay stating that the player escaped and the elapsed time, with an Again button. Each room has a deterministic three-number puzzle. The HUD clue identifies the best door, but every ordinary door path remains valid. The puzzle rule cycles by room through five types: choose the lowest number, choose the highest number, choose the only even number, choose the only odd number, and choose the number closest to a stated target. Generate three changing numeric labels on the doors and make exactly one door match the clue. Opening the matching door advances two rooms and displays “Best path. Two rooms forward.” Opening either other permitted door advances one room and displays “Path accepted. One room forward.” Doors briefly animate open when used and play a short click sound. On the final room, opening a permitted door completes the escape. Add progression tools and alternate routing exactly as follows. The first room contains a screwdriver pickup on the floor or nearby, collectible when the player approaches and presses E/USE. Once collected, the screwdriver allows the player to enter the labeled wall vent; using the vent advances three rooms and displays “Vent path. Three rooms forward.” A keycard can appear in room 3 and every third room until collected; starting at room 4, the center/door 2 requires the keycard. A crowbar can appear in room 6 and later at the specified repeating intervals until collected; starting at room 7, the right/door 3 requires the crowbar. If the required tool is missing, do not advance and display a clear message naming it. Keep collected tools in a simple inventory shown in the HUD. Tools should be recognizable low-poly shapes: metallic screwdriver with dark handle, pale rectangular keycard, and dark horizontal crowbar. Constrain movement inside the room with solid walls and allow access only through the three front door zones; detect interaction by proximity. Let the player walk toward doors, the vent, or a tool, and use the contextual prompt to make the nearest valid interaction obvious. The timer counts down continuously while the game is active. If it reaches zero, pause briefly, tell the player the 100 minutes ran out and that they are returning to Room 1, then reset the run. Starting again resets the room to 1, timer to 100:00, and inventory. Use understated lighting: a low gray ambient hemisphere light, a cool narrow ceiling/directional light, and several soft warm wall-lamp glows; vary the gray room shade slightly between rooms while retaining the same sparse layout. Include subtle fog and short room feedback messages, but no scary entities or action mechanics.