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Arcade › Hatch House
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Eric built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Hatch House yet. Play it, then tell Eric what you would add next.
Hatch House was built by Eric 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 Hatch House 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.
Recreate “Hatch House” as a browser-based first-person 3D horror escape game titled HATCH HOUSE. Use a dark, low-light Three.js-style interior with a warm, ominous brown/red palette, simple low-poly furniture and house-kit assets, soft fog, shadows, and sparse orange point lights. The player begins in a bedroom at approximately (0, 1.65, -6), looking through a first-person camera with a small muted red circular crosshair. The house is a connected, grid-like single-floor layout with distinct bedroom, hallway, living room, kitchen, and a basement-ish lower area: bedroom on the far west/northwest, hall through the center, living room and kitchen on the east, and a lower/basement area on the south/west side. Build tiled floors and repeated wall segments, with a dark enclosed atmosphere and fog fading the far edges. The primary objective is to find three collectible keys and escape through a floor hatch in the lower/basement area at about (0, 0.06, 3). The hatch is a dark square slab labeled “HATCH” in orange and can be interacted with from close range. Looking directly at an interactable within roughly 3.2 world units displays a centered bottom prompt: “E - PICK UP KEY”, “E - OPEN DOOR”, “E - CLOSE DOOR”, “E - UNLOCK & OPEN”, “NEED 3 KEYS”, or “E - OPEN HATCH”. Press E to interact. The hatch only wins when the player has all 3 keys; then stop gameplay and show a dark overlay reading “ESCAPED” and “You reached the hatch.” with a “PLAY AGAIN” button. Place exactly three visible key objects: one in the bedroom near (-2.2, -4.8), one in the living room near (10.3, -5.5), and one in the kitchen near (12, 4.5). Keys disappear when collected and the HUD counter increments from 0/3 to 3/3. Add three interactive doors: a locked bedroom exit near (3.5, -5), a locked hall-to-living door near (7, -4), and a locked basement access door near (3, 1.5). Doors begin closed and locked. If the player has at least one key, pressing E on a locked door consumes one key, unlocks it, and opens it; subsequent interaction toggles open/closed. Closed doors and walls block movement, while open doors remove their collision. Include simple props matching the code: a bed and cabinet in the bedroom, table with two chairs and a lamp in the living room, a chair in the kitchen, and stairs near the basement access. Add one animated old female enemy, visually a low-poly elderly woman character, initially positioned in the east side of the house around (10, 0, 2). She patrols between several fixed points around the hall/east rooms at walking speed. Use idle, walk, and run animation states if available. She can see the player if there is line of sight through the walls and the player is within about 13 units, or hear noisy actions within about 16 units. When alerted she chases the player at a faster speed; the HUD status changes from orange “EXPLORING” to red “SHE’S COMING”. If she reaches the player within about 1.75 units while chasing, end the game and show a dark overlay with red “CAUGHT”, “She found you...”, and a “TRY AGAIN” button. Closed walls and doors should affect her line of sight, while her movement is otherwise direct toward patrol or player targets. Implement controls shown on the title screen: WASD to move, mouse to look, E to interact, SHIFT to run, C to toggle crouch, and F to toggle flashlight. Use pointer lock when clicking the game canvas; mouse movement controls yaw and clamped pitch. Normal movement is about 3.2 speed, running about 5.8, and crouching about 1.6 with a lower camera height around 1.15 instead of 1.65. Running and some movement noise alerts the enemy; crouching is quieter. Add a forward-facing flashlight that begins off and is toggled with F, casting a narrow pale cone up to about 18 units. Play atmospheric footstep sounds for the player and enemy, door/key creaks on interaction, occasional random floor creaks, a growl on capture, heartbeat tension near the chasing enemy, and looping dark background music after user input. Create a start menu overlay before gameplay: nearly black/dark maroon background, thick muted red border, large red spaced-out “HATCH HOUSE” heading, explanatory text “A local horror escape. Mix of stalking killer + house hunt + hatch escape.”, a username input defaulting to “Survivor”, an “ENTER THE HOUSE” button, and a controls hint. Once started, show a top HUD with PLAYER: [entered name], KEYS: 0/3, and the status on the left; on the right show HATCH HOUSE and smaller “LOCAL SESSION”. Keep the VT323/monospace arcade terminal typography, red/orange accents, translucent dark panels, and restrained retro-horror presentation. Also show a bottom-right “VOICE CHAT — LOCAL” panel with a scrolling chat log, text input placeholder “type to speak...”, and SEND button. Sending text adds “player name: message,” uses browser speech synthesis when available, and makes noise that can alert the enemy; show an initial delayed non-player message “It’s too quiet...” in the chat. Include restart buttons that reset player position, keys, doors, enemy position/patrol, chase state, HUD, and overlays.