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Hallway Secrets

  • 3d
  • social-stealth
  • school
  • third-person
  • simulation
  • stylized
  • non-graphic
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. Sofiah Ent built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hallway Secrets yet. Play it, then tell Sofiah Ent what you would add next.

Make your own game

Hallway Secrets was built by Sofiah Ent 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 Hallway Secrets 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 Hallway Secrets

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 clean, non-graphic 3D third-person social-stealth school game titled “Hallway Secrets.” The player controls a student avatar in a compact pastel school slice, viewed from a camera positioned behind and above the avatar, with mouse-look turning the camera and a small center crosshair. Build a navigable rectangular school layout with a polished cream main hallway, blue-carpeted classroom on the left/northwest, green library on the right/northwest, tiled courtyard to the south, pastel lockers along the north wall, classroom desks and chairs, library bookcases, courtyard benches, and clearly readable signs labeled CLASS 2-B, LIBRARY, TEACHER OFFICE, SUPPLY, and LOCKERS. Use soft daylight, blue-white walls, colorful floor zones, simple clean low-poly/stylized 3D assets, gentle shadows, fog, and a friendly rounded UI aesthetic rather than realistic or graphic visuals. Use original fictional characters; student-like animated models can be used, with simple colored fallback avatars if assets fail. Populate the area with a moving crush character named Kei, a moving teacher named Ms. Blue, five moving rivals, and seven moving student witnesses. Each NPC follows a looping path, turns toward its destination, and has a limited field of vision; walls block line of sight. Add three visible security cameras with translucent yellow vision cones in the hallway/courtyard that detect the player by range and angle.

The core loop is a five-day school week. Each day has one active rival, in order: Mika (popular club leader), Sora (helpful class rep), Rin (art-room regular), Aya (library volunteer), and Nami (sports captain). The HUD should show “Day X/5,” a school clock starting at 8:00, the current period, the rival name/trait, and how many of three non-graphic tactics remain. The player must complete any three of four marked interaction zones each day: Gossip at the bulletin board, Harmless prank in the supply closet, Plant evidence near the lockers, and Distraction at the courtyard/trash area. Interacting with a zone marks it spent for the day, increments progress, displays a notice explaining the harmless social action against the current rival, and after three actions advances to the next day, resets the player to the hall start, reduces suspicion, restores some crush attention, and resets the tactics. Completing all five days produces a “Week complete” victory screen explaining that every rival was discredited through non-graphic methods while Kei still trusts the player.

Also provide one blue/green “Attend class” routine zone in Class 2-B. Interacting there lowers suspicion by 18, restores 8 crush-attention points, and keeps the school routine normal. A bell advances periods every 70 seconds and displays a notice telling the player to visit class. If the bell is close and the player is not in the class routine zone, crush attention falls over time. Crush attention also falls if the player is close to Kei while suspicion is above 45; it recovers slowly near Kei only at low suspicion. Show two prominent rounded HUD meters: Suspicion, starting at 0%, with a green-yellow-red gradient, and Crush attention, starting at 100%, with a red-yellow-cyan gradient. Keep the top mission panel and meters in translucent white rounded cards with soft shadows.

Controls: WASD or arrow keys move; mouse movement while pointer-locked turns camera yaw and adjusts a limited pitch; E interacts with the nearby marked zone; Ctrl crouches/sneaks. Crouching reduces movement speed and noise and slightly reduces suspicion cost when performing an action, but crouching while watched is itself suspicious. On touch/mobile, provide a virtual joystick at bottom-left, a Sneak button, and an E button at bottom-right. Play occasional quiet footstep audio while running. Mark interaction areas on the floor with translucent colored rectangles and rings, and show a center prompt such as “E — Gossip” with the action description when nearby; show notices for completed actions, bells, and state changes.

Implement stealth rules precisely: suspicion steadily cools when safe. Moving at normal speed creates noise; nearby witnesses increase suspicion when they see noisy movement or the player is performing a suspicious action. Performing a tactic adds its base suspicion cost (Gossip 20, Prank 28, Evidence 25, Distraction 30), plus 17 per witnessing NPC and 22 if a camera sees the player, with a 7-point reduction while crouching and an extra 12-point penalty for the restricted supply closet unless crouching. Suspicion rises while a suspicious action remains active and cameras/witnesses see the player. A teacher can catch the player if watching while a suspicious action is active, the player is in the restricted supply area, or suspicion is above 78 for long enough. End the game if suspicion reaches 100% (“Suspicion maxed out”), if the teacher catches the player (“Teacher caught you”), or if crush attention reaches 0% (“Crush rejected you”). Make the game non-violent: all rival outcomes are gossip, harmless embarrassment, fake notes, and distractions only. Start with a full-screen pale blue/pink gradient overlay and centered white rounded card containing the title, a concise explanation, and a “Start school day” button; after failure or victory show a darkened centered card with the result and a “Restart week” button.

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