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Escape the Mothership

  • 3d
  • first-person
  • sci-fi
  • puzzle
  • escape
  • educational
  • exploration
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. dylancranwell25 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Escape the Mothership yet. Play it, then tell dylancranwell25 what you would add next.

Make your own game

Escape the Mothership was built by dylancranwell25 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 the Mothership 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 Escape the Mothership

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 sci-fi escape puzzle game titled “Escape the Mothership.” Use a dark, moody alien space-station interior with black-blue foggy surroundings, modular metallic floor panels and wall sections, soft shadows, cyan/magenta/green/amber neon lighting, glowing energy barriers, and futuristic computer/barrel props. Start with a full-screen title overlay reading “ESCAPE THE MOTHERSHIP,” “LEVEL 1 — PRISON BLOCK,” and story text: the player wakes in an alien holding cell, must free a captured small robot companion named Byte, crack the cell’s laser-seal, and flee through the mothership. Show controls: WASD/arrow keys move, mouse looks, Space jumps, E or a USE button interacts, Shift runs, and a “BEGIN ESCAPE” button. Include a small note that measurement puzzles unlock every door.

After starting, place the player in a first-person 3D holding cell made from a roughly 5-by-5 floor grid, enclosed by two-level metallic walls. The player begins near the center. In a corner at approximately the southwest side, build a small cylindrical metal cage with six vertical bars, a base, and a translucent pulsing magenta energy sphere. Inside is Byte, a tiny stylized robot with a blue metal box body, silver rectangular head, bright cyan eye strip, antenna with a yellow glowing tip, and little legs. Put an interactable “Free Byte” prompt within range. Pressing E or the on-screen USE button disables the cage field, frees Byte, and makes him float/follow near the player while bobbing and facing them. Update the objective to tell the player Byte is free and to use the glowing panel by the door.

At the north side of the prison cell, create a cyan glowing laser barrier and dark frame across a doorway gap, with a nearby freestanding puzzle terminal: narrow stand, dark cyan-glowing screen, bright cyan display plane, and a rotating yellow ring above it. The player must approach and interact with this panel after freeing Byte. Open a centered modal puzzle titled “LASER-SEAL LOCK,” with subtitle “NZ Phase 3 — Length,” a measurement question, and three selectable answer buttons. Use length/unit-conversion questions such as 3.2 metres versus 320 cm, 480 mm versus 48 cm, a 2 metre strut, or a median length question. Randomize the question from a small pool and shuffle answer order. Correct answers show green feedback and unlock/remove the cyan barrier; incorrect answers show red feedback saying to try again and retain the same question. Include a CANCEL button.

Beyond the first doorway, build a narrow three-floor-wide corridor extending north, with side walls, metallic floor tiles, a few futuristic computer screens and barrel/crate props, and a magenta laser barrier at the corridor’s far end. Add a second magenta-accent puzzle terminal near that barrier. Interacting with it opens the same style modal with subtitle “NZ Phase 3 — Area,” using area questions such as 4 m × 5 m = 20 m², finding a rectangle length from area and width, or matching exact rectangular area. A correct answer removes the second barrier and updates the objective that the Engineering Bay is unlocked and the mass-lock must be solved.

Beyond the corridor, create an Engineering Bay room extending along the same north-south axis, roughly five tiles wide and six tiles long, with two-level side walls, orange and green accent lights, several computers, screens, and barrel props. Near its far end place a green glowing barrier and a green-accent puzzle terminal with a rotating yellow ring. Interacting opens the “LASER-SEAL LOCK” modal with subtitle “NZ Phase 3 — Mass.” Use mass questions such as converting 2.5 kg to 2500 g, finding a 4 kg combination, comparing 4500 g and 5 kg, or identifying the heaviest of several masses. Correctly answering removes the green barrier and updates the objective to reach the exit portal in the Cargo Hold.

Past the third barrier, build a bridge and a larger Cargo Hold extending north for several tiles, enclosed by tall metallic side walls and an end wall with a central exit gap. Light it with amber and green accent lights. Scatter four barrel-like cargo crates and a couple of computer consoles/screens throughout. At the far end, create a large cyan/dark metal rectangular arch with a translucent pale-green glowing portal plane and a bright point light. When the player reaches the portal area (roughly the final few tiles, after the mass door is unlocked), trigger victory.

Use a top-center HUD objective bar with cyan “OBJECTIVE:” label and dark translucent sci-fi styling. When near an interactable, show a centered bottom prompt with an E keycap and either “Free Byte” or “Use panel,” plus a circular glowing cyan USE button at the lower right for mouse/touch interaction. Use Orbitron-like futuristic headings and Rajdhani-like readable body text, cyan primary UI, yellow highlights, dark navy translucent panels, glow effects, and subtle sci-fi audio: a low ambient hum, short oscillator blips for interactions and answers, and rising tones on victory. Do not add enemies, combat, weapons, health, lives, ammo, or other hazards; the game is a linear exploration and educational measurement-puzzle escape sequence. On victory show a full-screen overlay reading “MISSION COMPLETE!” and “LEVEL 3 CLEARED,” explaining that the player escaped the prison block, repaired the Engineering Bay, navigated the Cargo Hold, and mastered length, area, and mass challenges, with a PLAY AGAIN button.

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