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Grap Pack Escape

  • 3d
  • first-person
  • escape
  • grappling
  • action
  • arcade
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. Erick Paguay built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Grap Pack Escape yet. Play it, then tell Erick Paguay what you would add next.

Make your own game

Grap Pack Escape was built by Erick Paguay 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 Grap Pack Escape 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 Grap Pack Escape

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 escape game titled “Grap Pack Escape” with a dark, cool industrial/toy-arena atmosphere. Use pointer-lock mouse look: the player clicks to start and lock the pointer, Esc unlocks it. Show a small circular crosshair at screen center. The camera is a 75-degree-FOV FPS camera with fog: near-black blue background, cool blue-gray lighting, soft shadows, and simple readable geometric forms.

Player and controls: start the player at ground level around (0, 1.1, 18), represented only by the first-person camera. WASD moves relative to the camera, Space jumps, and Shift sprints. Use simple acceleration/friction physics, gravity, and basic capsule-like collision against the arena’s solid box/cylinder geometry. R resets the player, monster, grapple state, and win/lose state. E releases both grapples. Prevent normal gameplay updates while dead or victorious.

Core Grap Pack mechanic: the left and right mouse buttons independently fire two grappling hands along the camera’s forward ray. Each ray can reach up to about 45 meters and attaches only to surfaces marked grappleable; missed shots turn that hand off. While attached, the hand continuously pulls the player toward the saved hit point, with pull strength about 26 and somewhat stronger over longer distances. One or both hands may be active simultaneously, making two-handed pulling faster. Automatically release a grapple if the player gets too far from its anchor. Render a visible straight cable from the camera to each anchor: left cable bright red, right cable bright blue. LMB is left grapple, RMB is right grapple; prevent the context menu on RMB.

Build the arena from simple shaded primitives. Make a large dark blue-gray floor (roughly 80 by 80, slightly below y=0), with grappleable raised platforms/blocks: a broad block centered near (0, 1.5, -10), a taller block near (-18, 3, -16), another near (18, 2, -18), and a high platform near (0, 6, -28). Add six tall blue-gray cylindrical grapple pillars in a row across the far side around x=-26 to 26, z=10, each about 14 units tall. Add three translucent pale-blue glass slabs around x=-10, 0, and 10 at z=6 and y=2.2; these are solid collision obstacles but deliberately not grappleable. Keep the environment sparse and legible, with soft shadows, fog, a cool hemisphere light and a strong directional light.

Place the goal on the high platform at approximately (0, 6.25, -28): a small glowing green cylindrical exit pad with a green point-light glow. The player wins when within about 1.8 units of it and above y=5.6. Display “You escaped! Press R to play again.” and stop gameplay when won.

Add one simple non-copyright toy-like monster chaser. Make it a tall bright/deep blue stylized figure with a capsule-shaped body, rounded head, two bright white glowing eyes, a simple dark rectangular mouth, and a subtle blue point light. Start it around (0, 0, -6). It continuously steers toward the player; move at roughly 1.76 units/sec when far away and 3.2 units/sec when the player is within 26 units, with smooth steering, and make it face the player. If it comes within 1.15 units, the player loses: show “Caught. Press R to restart.” and stop movement. Falling below the arena also loses with “You fell. Press R to restart.”

HUD overlay: top-left title “Grap Pack Escape” and subtitle initially “Click to play (pointer lock)” then “Esc to unlock pointer” while locked. Top-right show live text on separate lines: “Monster: [distance]m”, “Left: ON/OFF”, and “Right: ON/OFF”. Bottom-left show the exact control guidance: “WASD move · Mouse look · Space jump · Shift sprint”, “LMB left grapple · RMB right grapple · E release · R restart”, and a dim tip “Tip: use both hands to pull faster.” On starting, show a centered translucent dark rounded message: “Click to start. Use LMB/RMB to grapple and reach the green exit.” Hide it once pointer lock begins. Use small simple synthesized beeps/zaps for jump, grapple, release, losing, and winning if audio is available, but gameplay must work without audio.

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