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Five Rooms

  • 3d
  • top-down
  • survival
  • sci-fi
  • arcade
  • space-station
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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. Joep van Ballegooijen built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Five Rooms yet. Play it, then tell Joep van Ballegooijen what you would add next.

Make your own game

Five Rooms was built by Joep van Ballegooijen 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 Five Rooms 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 Five Rooms

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.

Recreate “Five Rooms” as a playable browser-based 3D top-down survival game set inside a compact futuristic space-station corridor. Use a dark navy/near-black background with atmospheric fog, cool cyan lighting, soft shadows, subtle magenta accent light, and a clean sci-fi HUD with translucent dark panels, thin cyan borders, rounded corners, and bright cyan/white typography.

World and camera: create one long enclosed station corridor running along the Z axis, viewed by a perspective top-down camera that follows the player from about 11 units away. The corridor has a dark blue-gray floor, two dark hull walls, a ceiling, cyan floor guide stripes, and five circular room markers spaced along the corridor at Z positions approximately -8, -4, 0, 4, and 8. Include closed double airlock doors at the corridor boundaries/room transitions. The corridor should be narrow enough that the player can move left/right only within approximately X=-2.05 to X=2.05, and traverse from the starting end around Z=-9.7 to the final exit around Z=10.3. Add a few sci-fi 3D props such as corridor modules and pickup-crate-like objects, matching the sparse station layout.

Player: use a small astronaut character/avatar in the corridor, with an oval/circular soft shadow beneath it. Start the astronaut near the beginning at (0, 0.18, -9). Movement is direct top-down movement using WASD or arrow keys; support a Space jump/hop with gravity, and support a mobile virtual joystick. Face the avatar in its movement direction and play an idle animation when available. Movement speed should be around 3.1, with a jump speed around 5 and gravity around -18.

Core objective and rules: the player must cross all five rooms and reach the final airlock/exit at the far end. Each run randomly shuffles exactly these five room hazard types so the sequence changes: RADIATION, THERMAL FIRE, HULL LEAK, ELECTRICAL ARC, and QUIET ROOM. Display the current room based on the player’s Z position, and mark a room cleared once the player passes roughly 1.5 units beyond its center. Reaching Z > 10.1 wins the run. Oxygen starts at 100% and continuously drains at 0.22 percentage points per second while playing. When the player is within about 1.2 units of a non-quiet room’s hazard center, apply additional oxygen loss: 1.3 per second for radiation, thermal fire, or electrical arc, and 0.9 per second for hull leak. QUIET ROOM has no proximity hazard drain. End the run when oxygen reaches zero, showing the failure message “OXYGEN DEPLETED. The station goes quiet.” On success show “AIRLOCK OPEN. You made it out.” and offer to run again. Starting/retrying should reset oxygen, player position, elapsed state, generate a new random hazard order, and hide the overlay.

Hazard visuals: at each room center place a glowing colored circular hazard core and, for every room except QUIET ROOM, a glowing boundary ring, a vertical beacon/pillar, and four small radial marker dashes. Use distinct colors: radiation purple, thermal fire red/orange, hull leak cyan, electrical arc amber/yellow, and quiet room mint green. The quiet room should be represented by its colored core without the extra hazard boundary/beacon/dashes.

HUD: keep a fixed overlay HUD. At the upper left, show a translucent panel with the eyebrow “STATION // DECK 07”, a large label like “ROOM 1 / 5”, and below it “HAZARD: RADIATION” (or the current shuffled hazard; initially show scanning/current state). At the upper right, show an OXYGEN panel with a numeric percentage and a horizontal rounded progress bar. The bar starts cyan-to-pale-green at 100%; transition toward orange/yellow below 50% and red/orange below 25%. Clamp the displayed value between 0 and 100 and show whole-number percentages.

Start screen: before gameplay, show a centered translucent dark rounded card over a dark radial sci-fi background. Include the eyebrow “A FIVE-ROOM SURVIVAL RUN”, the title “FIVE ROOMS”, explanatory text about crossing five randomized rooms and preserving oxygen to reach the airlock, and three rules: “Limited air” / oxygen drains and hazard zones drain faster; “Random hazards” / every run shuffles radiation, fire, leaks, and safe rooms; “One run” / reach the final door before the station wins. Include a bright cyan gradient “Start run” button. During gameplay, show a bottom-centered hint panel reading “Move with WASD / arrows · Space to hop · Mobile joystick enabled”; on small screens position it above the mobile controls. On game over, reuse the overlay card, replace the button text with “Run again” or “Retry run”, and show the appropriate result message.

Art direction: minimalist low-poly/asset-based 3D space station, dark navy environment, cool cyan HUD and emissive floor/hazard accents, subtle fog, no enemies or weapons, no score counter, and no combat. Make the interface responsive for portrait mobile screens, with stacked HUD panels and a touch joystick enabled.”,

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