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Hotel 0100

  • 3d
  • interactive
  • simulation
  • minimal
  • casual
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. JAYDEN SERAT built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hotel 0100 yet. Play it, then tell JAYDEN SERAT what you would add next.

Make your own game

Hotel 0100 was built by JAYDEN SERAT 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 Hotel 0100 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 Hotel 0100

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.

Rebuild a simple interactive Three.js 3D scene titled “Door Lab.” Use a fixed first-person-like viewing camera positioned in front of a shallow room, with a perspective view aimed at the two doors on the back wall; there is no visible player avatar and no player movement system. The camera should show a dark blue-gray floor extending toward the viewer, a blue-gray back wall, matching side walls, and a narrow light trim/beam near the top of the back wall. Use soft directional shadows and cool studio lighting: a bright white directional light from upper-left/front plus bluish hemisphere ambient light, with subtle fog and a dark navy background.

Place exactly two tall doors side by side on the back wall, one centered around x=-3.2 and one around x=3.2, both near z=-4.28. Each door has a thick pale gray rectangular frame approximately 3.35 units wide and 6.2 units tall, with a colored rectangular slab in front of it approximately 2.65 wide and 5.55 tall. The left slab is vivid blue; the right slab is violet/purple. Each slab has a large translucent pale-blue rectangular window in its upper half, a small gold/brown rectangular plaque around the middle-lower area, and a small shiny gold spherical knob on the right side. Doors should cast visible shadows on the frame, wall, and floor.

The core mechanic is simply toggling doors open and closed. Clicking or tapping either door or any of its visible components should toggle that door. Animate the slab and its attached window, knob, and plaque around a hinge at the slab’s left edge, smoothly swinging from closed at rotation 0 to open at approximately -0.52*pi radians, and smoothly back when toggled again. Keep the frames stationary. There are exactly two independent doors and no enemies, hazards, collectibles, timer, combat, or win screen. A player object may exist internally at the front of the room, but it is not visible and does not move. Include keyboard handling for E and Space that attempts to toggle the nearest door only when it is within 10 units, matching the original behavior; with the initial player placement in the front and doors at the back, clicking is the practical interaction.

Create a fixed HTML HUD over the canvas. At the top, show a dark translucent rounded card at upper-left with the bold title “Door Lab” and the subtitle “Tap a door to open or close it.” In the upper middle/right area show a dark rounded status card reading “Doors open: 0 / 2” initially and beneath it “Press E near a door”; update the count to 0, 1, or 2 as doors are toggled, and when both are open use the subtext “Both doors are open.” At the upper-right add a blue rounded button labeled “Open both”; pressing it immediately sets both doors open and animates them to the same open angle. At the bottom center show a dark translucent rounded hint card reading exactly “Click / tap the blue door panels — or use E when you are close.” Make the HUD responsive on narrow screens by stacking the top cards vertically and moving the hint slightly upward; use clean system/Inter-style typography, white title text, muted light-gray subtitles, translucent dark cards, subtle borders, blur, and shadows. The final visual should match a minimal polished door demonstration/lab: two brightly colored doors against a cool gray-blue architectural room, viewed from a static camera, with interaction communicated by the HUD.

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