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ÉchoLabyrinthe

  • 2d
  • maze
  • arcade
  • puzzle
  • stealth
  • pixel-art
  • echolocation
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. ilies built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

ÉchoLabyrinthe was built by ilies 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 ÉchoLabyrinthe 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 ÉchoLabyrinthe

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.

Recreate “ÉchoLabyrinthe” as a French-language 2D top-down Canvas maze exploration game in a stark black, minimalist pixel-art style. Use a fixed 600x600 square playfield with a dark purple border and a compact HUD bar above it. The title/menu screen is almost entirely black, with a glowing lavender-purple heading “ÉCHO LABYRINTHE”, the subtitle “Une créature aveugle dans l'obscurité”, and purple rectangular buttons “COMMENCER” and “CONTRÔLES”. The controls panel explains: ZQSD or arrow keys to move, SPACE to emit a sound wave, reveal the maze, avoid enemies, reach the luminous exit, and conserve energy for a better score.

Core gameplay: generate a new procedural grid maze for each level using a recursive-backtracker carving algorithm, then add extra random walls. The player starts at grid cell (1,1), represented as a small always-visible pale blue-white circular blind creature with two dark empty eyes and two thin antenna/ear strokes. The player moves discretely one grid cell at a time with ZQSD or arrow keys, with a roughly 160 ms movement cooldown, and cannot pass through walls. The maze is initially almost completely invisible: render the canvas black and show only a faintly revealed 3x3 starting area. Press SPACE to emit an echolocation ping if at least 22 energy is available and the previous ping was at least 140 ms ago. Each ping spends 22 energy from a 100-point meter, increments the wave counter, plays a soft synthetic sine ping, reveals cells in a radius of 5 grid cells, and creates expanding concentric white circular wave rings centered on the creature. The rings expand for about 1.1 seconds, fade out, and have a second inner ring. Energy regenerates continuously at about 7 points per second up to 100.

When revealed, wall cells appear as blue-violet blocks with lavender outlines and fade away over about 1.1 seconds. The exit is placed on a walkable cell away from the start and is normally invisible until revealed by a ping; when revealed it is a pulsing luminous pink/lavender-white orb. Reach the exit (within about 0.6 cells) to complete the level. Do not provide a minimap or persistent full maze view: visibility should depend on recent echolocation reveals.

Include moving enemies that are only drawn while their current grid cell has been recently revealed. Create a number of enemies according to the level: level 1 has 2, level 2 has 3, level 3 has 4. Cycle through three visually distinct behaviors/types: wander enemies are small blue circles and move in changing random directions while bouncing off walls; patrol enemies are small purple squares and travel between three randomly selected walkable patrol points; chase enemies are red circles and pursue the player when within about 5.5 cells, and also become alerted for about 2.8 seconds whenever a sound wave is emitted. Enemy movement is continuous and collision-aware even though player movement is grid-based. If an enemy comes within about 0.6 cells of the player, end the run with a French “GAME OVER” overlay saying “Vous avez été détecté...” and show the final score plus a “RECOMMENCER” button.

Use three normal levels with increasing maze sizes/density: 15x15 at wall density 0.28 named “Simple” with 2 enemies, 22x22 at density 0.42 named “Moyen” with 3 enemies, and 28x28 at density 0.52 named “Complexe” with 4 enemies. After completing all three, offer a hard mode that uses a 30x30 maze, density 0.62, and 5 enemies; after hard mode completion, restart the normal game. Each level resets energy, active waves, wave count, timer, and level score. Show a win overlay “NIVEAU TERMINÉ !”, the level score, a message that the next level is unlocked, and a “NIVEAU SUIVANT” button; after the final normal level the button becomes “MODE DIFFICILE”. Use a brief ascending four-note synthetic victory sound.

The HUD should communicate “Niv”, the current level, “Score”, a lavender energy bar, “Ondes” with waves used, and “Temps” in MM:SS. Compute level score starting near 980, subtracting 2.8 points per elapsed second and 11 points per emitted wave, clamped to zero; add completed level scores to the total score. Keep all interface text in French, use a pixel/arcade typeface similar to Press Start 2P, lavender and violet UI accents, black backgrounds, crisp pixelated rendering, and no decorative scenery beyond the maze, revealed effects, creatures, enemies, waves, and exit.

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