Arcade › Escape From Supriya
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Escape From Supriya was built by blatant Survivor 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 Escape From Supriya 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 psychological horror escape game titled "Escape From Supriya". Use Three.js-style real-time rendering with a 72-degree perspective camera, mouse-look, pointer lock, collision-based movement, and a very dark, muted cinematic presentation. Gameplay and goal: - Start the player in a large enclosed maze-like hall at approximately the south end (player position around x=0, y=1.65, z=30), looking north. The only goal is to find and reach the exit at the far northeast area of the building (around x=25, z=-25); reaching within roughly 3 world units immediately wins. - Move with WASD relative to the camera, use the mouse to look, hold Shift to sprint, and press Space to jump. Sprinting is faster than walking but drains a stamina meter; stamina regenerates while walking or standing. Use Escape to pause. Clicking the scene captures the mouse for first-person look control. - The player collides with walls and cannot walk through them. Build the level as a connected, maze-like rectangular interior roughly 76 by 76 world units, with an outer boundary and many long partition walls forming corridors. Include partitions around z=18, 2, and -14, vertical dividers around x=-9 and x=9, short dividers around x=-26 and x=26, and additional barriers near the north and south ends. Include a distinct shallow rectangular pool/water area in the southwest portion, roughly centered at (-24,-22), with dark reflective water, surrounding wall/edge, and haze nearby. - An enemy named SUPRIYA is a tall, flat, portrait-like female figure standing initially in the central/northern corridor around (0,-12). Represent her as a vertical double-sided rectangular portrait plane approximately 4.3 wide and 8 high, facing the player. Load a user-provided portrait image if available, otherwise use a deliberately crude dark fallback portrait with a face, dark hair, and dark body. She initially watches the player but does not move. When the player comes within about 9 units, start the chase, change the objective text to "RUN. FIND THE EXIT.", and have Supriya continuously pursue the player at speed about 2.15 while respecting wall collisions. If she gets within 2.6 units, end the game with the loss screen. - The loss screen says "SHE FOUND YOU" and "The corridor closes around you." The win screen says "YOU ESCAPED" and "The fluorescent hum falls silent." Provide Restart and Main Menu actions on either ending. World, lighting, and atmosphere: - Make the level an institutional, empty, oppressive indoor hall with a low ceiling at about y=3.7. Use stained, procedurally speckled textures: yellow-beige plaster walls, brown ochre floor, and dirty gray-beige ceiling. Add subtle dark trim/stains along the upper portions of horizontal walls. - Place repeated narrow fluorescent ceiling fixtures in a grid across the halls, each a pale yellow rectangular strip. Make them visibly flicker independently and irregularly, with several warm point lights that also flicker. Keep overall illumination very low, with warm amber pools of light, deep shadows, exponential brown-black fog, and subtle low floor haze planes. The scene should feel almost swallowed by darkness, matching the sparse, nearly black view shown in the reference. - Use a dark brown-black background/fog palette, restrained contrast, no bright colors except dim fluorescent yellow and the blood-red title. The water should be dark blue-green and faintly reflective/translucent. - Add a low continuous ominous audio drone/hum and brief low tone when the player is caught. Keep audio subtle and oppressive. HUD and menus: - During play show a minimal HUD: upper-left small spaced serif text "ESCAPE FROM SUPRIYA", beneath it the objective initially "Find the exit.", a tiny pale dot crosshair centered on screen, and a thin stamina bar at lower-left with a dark background, muted gold border, and gold fill. No score, ammo, health, or inventory systems. - The initial menu is a full-screen dark translucent overlay over the dim scene/portrait, with a centered dark brown panel and thin brown border. Show a large distressed/glitching blood-red serif title split over two lines: "ESCAPE FROM" / "SUPRIYA", subtitle "THE HALLS REMEMBER", and buttons START GAME and OPTIONS. Options expose Master Volume, Music Volume, and Mouse Sensitivity sliders; mouse sensitivity should default around .0024. Use an austere serif typeface, wide letter spacing, shadows, and occasional subtle title glitch. - Include a pause overlay with "PAUSED", RESUME, OPTIONS, and MAIN MENU. When paused or in menus, release pointer lock; resume restores it. The UI should be sparse, centered, and horror-themed with dark translucent panels. Implement the complete playable loop: menu -> first-person exploration -> proximity-triggered pursuit -> either escape or capture -> ending screen, with resettable player/enemy positions, stamina, chase state, and pointer lock. Do not add weapons, collectibles, combat, additional enemies, puzzles, or unsupported HUD elements.