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Arcade › Grid Hotel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. JAYDEN SERAT built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Grid Hotel yet. Play it, then tell JAYDEN SERAT what you would add next.
Grid Hotel was built by JAYDEN SERAT 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 Grid Hotel 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 exploration game titled "Grid Hotel". The player starts inside a long, narrow hotel corridor, standing near the front at (0, about 0.9 high, z=5), facing down the corridor toward negative Z. Use an FPS camera with mouse-look and keyboard movement: WASD or arrow keys walk, with no jump. The corridor is approximately 8 units wide, 3.6 units high, and extends for roughly 16 repeating 4-unit grid cells. The player can walk forward and backward and strafe, bounded by the corridor floor and side walls. Build the environment from simple low-poly rectangular geometry with a dark, moody, warm brown/orange nighttime appearance. The floor is dark reddish-brown carpet/wood and has many thin lighter-brown transverse grid lines at close intervals, creating the visible "grid" pattern. The ceiling is dark wood. Both long side walls are muted gray-beige plastic/concrete panels. Across the corridor, repeatedly place hotel-style partition walls at each grid interval: each has broad side sections, a top section, pale beige vertical door trim, and a recessed dark brown rectangular door panel with a slightly lighter inset. The repeated doors should recede into the distance. Add dark ceiling beams at the grid intervals and small glowing amber rectangular ceiling fixtures. Use fog so the far end fades into darkness. At the far end, place a distinctive closed end door centered in the corridor, with pale beige side jambs and a top frame and a dark brown slab/inset. The corridor is lit by soft warm ambient light, a warm directional/moon-like light that casts long shadows, and a warm orange point lamp near the player/camera that moves with the player, producing the amber highlights visible on the walls and floor. Use shadows, rough materials, and a dark brown background; the overall look should be sparse, atmospheric, geometric, and hotel-maze-like rather than realistic or ornate. The core goal is simply to walk all the way to the end door and open it. When the player is within about 3.1 units of that door, show a centered interaction prompt reading "[E] Open". Pressing E rotates the door slab around a hinge on its left side through 90 degrees over about 0.8 seconds with an ease-out motion. Hide the prompt while opening, show "Opening…" in the bottom hint, and after the animation complete create/load the next room: a short continuation of the same narrow corridor with floor, ceiling, side walls, and one warm ceiling light. Then show the hint "The door is open" (and otherwise indicate that the next room loaded). Do not add enemies, collectibles, combat, health, score, timer, or inventory; the mechanics are walking, looking, and this one door interaction. Provide a fixed HTML HUD over the 3D view. In the upper-left, use a translucent nearly-black rounded panel with a subtle warm border containing bold text "GRID HOTEL" and the instruction "WASD / arrows to walk · mouse to look". Put a small pale-gold circular crosshair at the exact center. At the bottom center, show a translucent rounded hint panel initially reading "Walk to the end door"; clicking the game view can update it to "Walk to the end door · press E to open". Put a brown/gold rounded "Restart" button in the lower-right. Restart must reset the player to the starting position, close the end door, remove/reset the loaded next room state, hide any interaction prompt, and restore the hint to "Walk to the end door". Keep the presentation widescreen first-person and match the screenshot's warm, high-contrast, low-poly corridor composition.