Arcade › Escape From Supriya
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Escape From Supriya was built by dark 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 playable first-person 3D horror escape game titled "Escape From Supriya". Use a browser-based Three.js-style presentation with mouse-look and pointer lock. The player is an unseen first-person character in a large enclosed abandoned indoor maze/backrooms-like facility, viewed from about eye height. Build a roughly 180x180 square level with a low ceiling, beige/yellowed plaster walls, stained tan patterned floor, ceiling beams, many rectangular fluorescent fixtures, subtle fog and low floor haze. The interior should be a connected maze of long horizontal and vertical partition walls with deliberate openings, partial divider walls, corridors, loops, and sightlines rather than a simple grid. Add an outer boundary wall around the whole space. Include a recognizable abandoned indoor swimming pool integrated into the maze on the left/back side: a shallow rectangular gray basin with blue-green water, raised side/back walls, stained pool edges, and small steps. The player starts near the front-center of the map and must find an exit at the far back/right side, marked by a small glowing green EXIT sign mounted near the outer wall. The only win condition is reaching the exit area. Display a minimal HUD while playing: the title "ESCAPE FROM SUPRIYA" in the upper-left, a small objective below it initially reading "Find the exit.", and a tiny pale crosshair at screen center. When the player comes within roughly 10 units of Supriya, change the objective to "RUN. FIND THE EXIT." and have her pursue the player. Supriya is the sole threatening presence: represent her as a tall, narrow, billboard-like sprite/portrait about 9 units high, positioned upright in the maze and facing toward the player when idle. Allow the player to upload a personal image in the Options menu and use that image as Supriya's portrait/sprite; if no image is uploaded, retain a plain/default portrait sprite. At game start, spawn her randomly in a valid location away from the player, away from the exit, outside the pool, and not inside walls. Before activation she stands watching the player. Once the player approaches within 10 units, she chases continuously through the maze using collision-aware grid pathfinding, moving slightly faster than a sprinting player and navigating around walls. If she reaches the player, show a game-over screen reading "SHE FOUND YOU" with the message "The corridor closes around you." and buttons for RESTART and MAIN MENU. Add a brief visual glitch/contrast effect on capture. Movement controls: WASD movement, mouse to look around, Shift while moving straight forward to sprint (speed gradually builds while holding it; regular movement is slower), and Space to jump. Collision should prevent the player from walking through walls, the outer shell, or pool walls; use smooth first-person movement and basic gravity. Press Escape to pause, with RESUME, OPTIONS, and MAIN MENU. Reaching the exit should stop the game and show a win screen reading "YOU ESCAPED" with the message "The fluorescent hum falls silent." and buttons PLAY AGAIN and MAIN MENU. Make the atmosphere tense but restrained: use a dark brown/olive background, warm dim hemisphere and directional lighting, subtle distance fog, flickering fluorescent ceiling lights, occasional warmer point lights, and no combat, weapons, inventory, health bar, lives, score, or other enemies. Add procedural stained/speckled textures to walls, floor, ceiling, and pool basin. Audio should include a continuous low electrical fluorescent hum and deep drone, player footsteps, louder/heavier Supriya footsteps during pursuit, and a heartbeat that intensifies as she gets closer. Include collision-aware movement sounds and a slight camera shake during a close chase. Recreate the cinematic UI faithfully: the main menu is a centered dark translucent panel with a thin muted-red border and heavy black vignette, over a nearly black brown/red background. Use serif typography, muted cream text, blood-red large title text split over two lines "ESCAPE FROM / SUPRIYA", a small kicker "AN UNWELCOME PRESENCE", subtitle "THE HALLS REMEMBER", and wide understated menu rows with a red chevron: START GAME and OPTIONS. Add subtle VHS scanlines, red vertical artifacts, occasional glitch movement, and animated blood-drip accents. Options should contain Supriya Image upload, Master Volume, Ambience / Music, Effects Volume, and Mouse Sensitivity sliders. Preserve the same dark red, sepia, distressed, cinematic horror art direction across pause and end screens.