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ELEVATOR

  • 3d
  • first-person
  • horror
  • exploration
  • atmospheric
  • webgl
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. Cristiano built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about ELEVATOR yet. Play it, then tell Cristiano what you would add next.

Make your own game

ELEVATOR was built by Cristiano 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 ELEVATOR 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 ELEVATOR

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 browser-based first-person 3D atmospheric horror exploration game titled “ELEVATOR,” set in the dim Hotel Orpheus. Use Three.js or an equivalent WebGL engine with a perspective FPS camera, mouse look, WASD/arrow-key movement, Shift to run, and Space to jump. Start the player in a dark hotel lobby, with the camera/player positioned near the front of a large rectangular room. The lobby should have a dark marble-like floor, dark ceiling and walls, deep burgundy wall panels, warm brass/gold architectural accents, and subdued cinematic lighting: cool ambient fill, warm directional light, a muted red point light toward the back, shadows, fog, and a nearly black blue-gray background. At the far end, build a prominent elevator entrance with two smoky translucent blue-gray glass doors, a brass frame, several slim brass columns, and a centered ORPHEUS sign. Add a high wall sign reading “THE HOTEL THAT FORGOT ITS GUESTS.”

Overlay a fixed HUD on top of the 3D view. At the upper left show small widely spaced gold text: “ELEVATOR / HOTEL ORPHEUS.” At screen center show a tiny pale circular crosshair. At lower left show a translucent dark instruction box with a thin muted-gold border and the text: “WASD / arrows to move · mouse to look · Shift to run · Space to jump” followed by “Enter the elevator and choose a floor. Every trip is different.” At upper right show a dark translucent floor-selection panel with a muted-gold outline, heading “SELECT FLOOR,” and 15 buttons in a 3-column grid labeled 01 through 15. Buttons are dark charcoal with thin brown-gold borders and light bold numerals; hovering may brighten them. Below the grid show status text initially reading “Lobby ready. Choose a floor.”

Clicking any floor button should set the selected floor display and rebuild the environment as a randomly chosen mystery trip rather than literally using the clicked number. Generate a random mystery floor number from 1 to 1000 and choose one of five scene variants based on that random value modulo 5. Reset the player to the lobby-side entrance position after loading the new scene. Update the status panel with the selected mystery floor and one of these exact objective messages, followed by “The elevator is behind you.”: “Find the brass key in the flooded service hall.”; “Restore power by matching the three breaker symbols.”; “Collect 5 eggs before the jungle notices you.”; “Follow the red emergency lights without looking back.”; or “Solve the mirror room: face the doors in the correct order.” The source behavior only displays these objectives; do not add unsupported puzzle, combat, scoring, health, inventory, or win systems.

For the flooded variant, retain the hotel-room shell and place a shallow dark blue flooded surface over the floor, scattered dark rectangular debris, a sign reading “FLOOR 231 / UNDERTOW,” and a flying ghost apparition toward the back. For the school variant, add repeated dark locker-bank forms down the room, a cool flickering-looking ceiling light panel, the sign “FLOOR 111 / AFTER THE BELL,” and a walking animated zombie. For the jungle variant, replace the floor with a dark green surface and populate the space with simple low-poly green trunks and broad cylindrical canopies, add “FLOOR 231 / JURASSIC WILDS,” and include a walking zombie. For the red-hall variant, arrange repeated dark burgundy doors along the corridor and small bright red emergency lights above them, add “FLOOR 404 / DO NOT LOOK BACK,” and include a ghost. For the mirror variant, place four tall smoky translucent glass mirror panels around the room, add “FLOOR 777 / THE REFLECTION,” and include a ghost. Use simple box and cylinder geometry for the architecture and props, with physically based materials: marble gray, near-black metal/plaster, brass, burgundy velvet, translucent glass, dark green foliage, and blue water. Load animated low-poly zombie and ghost GLB characters if available, play their walking/flying-idle animations, and cast shadows. Keep the overall presentation sparse, eerie, low-light, elegant, and hotel-noir rather than brightly lit. Ensure the floor panel remains usable while moving in the scene and that selecting another floor clears and rebuilds the current world.

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