Arcade › Empty Play Place
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Maura McVey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Empty Play Place yet. Play it, then tell Maura McVey what you would add next.
Empty Play Place was built by Maura McVey 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 Empty Play Place 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.
Rebuild a browser-based 3D third-person exploration game titled “EMPTY PLAY PLACE.” The game takes place in a dark, enclosed, empty play-place/target-practice room with no enemies, zombies, ghosts, monsters, combat encounters, or win condition. Use a moody low-poly Three.js-like presentation: near-black background and fog, brown/charcoal walls and floor, warm cream typography and thin tan borders in the HUD, with red and cool blue accent lighting. Create a rectangular room roughly 28 units wide by 24 units deep, with four walls and a low-poly floor. At the far end, add a simple shop counter and back wall, five stepped wooden shelves, several displayed weapon models or simple weapon props, an EXIT sign with a dark red glow, wall panels, floor markings, and four glowing warm ceiling lamps. Put a silent green blocky humanoid figure named Shred near the far wall (around the back-right area): dark rectangular head, black face panel, two glowing red eyes, green torso, cylindrical arms and legs, and rounded shoulders. It is only scenery and does not attack or move, aside from a tiny idle vertical bob. Add a controllable player avatar starting at the entrance/front of the room, shown in third-person with a capsule-shaped body. Provide third-person camera-follow movement, jumping, gravity, and looking/orbiting controls using the game engine’s standard keyboard/mouse or pointer controls; use a move speed around 4 and jump speed around 7. The player can freely explore the room. At the top of the screen, show a fixed HUD over the 3D view. Use a large serif title “EMPTY PLAY PLACE,” a panel labeled “3D EXPLORATION · NO ENEMIES,” and a status panel showing “SANITY 100,” a red sanity meter filled to 100%, “WEAPON · PISTOL,” and “CREDITS · 300.” Along the bottom, show the message “A 3D play place with no zombies, ghosts, monsters, or enemies.” and a button grid with: “✦ Shoot,” “▣ Shop,” “◈ Skins,” “◉ Look,” “☼ Lantern,” “⌛ Wait,” and “↻ Restart.” Maintain the restrained black, cream, tan, red, and brown visual style with semi-transparent near-black panels and thin borders. Implement these interactions exactly: Shoot briefly flashes/intensifies the red and blue lights and changes the message to “[equipped weapon] fires into the empty room. No enemies—just an echo.” It must not damage or spawn anything. Space should also shoot. Look changes the message to “Shred is standing quietly near the far wall. The rest of the play place is empty.” Lantern cycles through four phases and reports “Lantern phase 1.” through “Lantern phase 4.”; phase 4 substantially dims the red light, while the other phases use the brighter red lighting. Wait reduces sanity by exactly 1, never below 0, and reports “You wait. The room stays empty.” Restart moves the player back to the entrance, resets sanity to 100, and reports “Back at the entrance. The room is still empty.” The R key should also restart. Sanity should update both its number and meter width. The Shop button opens a full-screen dark modal titled “WEAPON SHOP,” with the copy “Target practice only—there are no enemies.” and a Close button. Show purchasable weapon cards for Pistol (owned initially), Grenade (45 credits), Uzi (75), Shotgun (110), Machinegun (150), Sniper (180), Rocket Launcher (220), Flamethrower (260), AR-1 (240), AR-2 (280), AR-3 (320), and Uzi Gold (210). Start with 300 credits and Pistol owned/equipped. Buying deducts credits, marks the weapon owned, equips it, and reports that it was purchased and equipped; owned weapons can be equipped without cost, and insufficient funds report “Not enough credits.” The HUD weapon and credits text must update. The room should visibly display the available modeled weapons on the shelves when assets are available, but unmodeled entries can remain shop-only. The Skins button opens a similarly styled “SKIN SHOP” modal with the copy “Change your player's color and style.” and a Close button. Offer Classic (owned initially, red body), Forest (60, green), Ocean (60, blue), Gold (100, gold), Shadow (120, dark), Rose (80, pink), and Fat Cat (150, orange cat). Purchasing deducts credits and equips the skin; owned skins can be equipped freely. Regular skins recolor the capsule player body. Fat Cat hides the capsule and shows an orange low-poly cat with a fat body, head, pointed ears, eyes, pink nose, and curled tail. Use responsive layout: desktop HUD arranged across top/bottom and mobile layout stacked with a compact three-column action grid. Keep the game playable behind the HUD and use shadows, fog, hemisphere/directional lighting, red point light, cool fill light, and warm emissive ceiling lamps for the atmospheric empty-room look.