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Hideout Tag

  • 3d
  • tag
  • multiplayer-style
  • bots
  • third-person
  • arcade
  • hide-and-seek
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. Bilal Saleh built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hideout Tag yet. Play it, then tell Bilal Saleh what you would add next.

Make your own game

Hideout Tag was built by Bilal Saleh 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 Hideout Tag 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 Hideout Tag

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 browser-playable 3D third-person/local multiplayer-style tag game titled "Hideout Tag". Simulate an 11-player lobby consisting of the human player plus 10 bots; this is local gameplay with bots, not real-time online multiplayer. Use a polished Three.js-style scene with soft shadows, directional and hemisphere lighting, colored fog/background, an enclosed square 44x44 arena, and a follow camera looking down from behind/above the player. The visual tone should match the shown lobby: dark blue-purple translucent glass UI panels, rounded pills and buttons, large bold white typography, pale blue secondary text, and a readable 3D arena preview behind the lobby.

Start in a lobby screen. Show a top HUD with the current role/status and a timer, then a large translucent panel titled "Hideout Tag" with the description: tag game with 10 bot players, shareable room codes, random tagger, random or chosen map, boost, slide, jump, and hiding spots. Add a map picker with previous/next arrows, map name and description, a Random map button, bot difficulty cycling through Easy, Normal, and Hard, and an avatar picker whose buttons cycle Hair, Face, Top, Bottom, and Shoes options. The visible defaults are Urban City, Normal, Buzz hair, Smile face, Red Hoodie, Jeans, and Sneakers. Include room controls: Create room, Copy link, a room code display, join-code input and Join button, plus Leave room. Creating/joining a room should only create a shareable seeded local room: sync selected map and tagger seed through the URL hash, fill with bots, and clearly communicate that live online movement requires a server.

Offer 54 map choices total: four hand-built maps and 50 generated themed maps. The core maps are Urban City (alleys, rooftops, delivery boxes), Dungeons (torch halls, barrels, tight slide gaps), Cargo Ship (containers, cargo hides, ramps and deck lanes), and Museum (display cases, benches, statue rooms and hiding alcoves). Generated maps should have themed names/descriptions such as Metro Station, Airport Terminal, Old School, Hospital Wing, Warehouse, Secret Lab, Jungle Ruins, Rooftop Chase, Arcade, Waterpark, Construction Site, Clocktower, and the other listed themed locations. Every map is an enclosed arena with more than five hiding spots, obstacles/cover, and raised platforms; generated maps use deterministic themed layouts based on their map id and include six themed hiding-cover structures, lane blocks, two raised platforms, and one low slide gate.

At the start of each 120-second round, randomly choose one of the 11 players as tagger, or use the room seed to choose the same tagger locally for the same room. Display a brief message saying either that the human is the TAGGER or naming the bot tagger. Runners win if at least one runner remains when the timer reaches zero. The tagger wins when every runner is tagged. If the human runner is tagged, eliminate and hide the avatar and show that they must wait for the next round. After a round, return to the lobby with a result such as "Tagger wins — you caught everyone!" or "Runners win — you survived!".

Use simple readable humanoid avatars, preferably loaded animated character models when available, with a fallback capsule character consisting of a colored body, head, and hair. Tint the human avatar according to the selected Top option; bots use distinct bright colors. Show animation states for idle, walking/running, jumping, and rolling/sliding when supported. The current player can move with WASD or arrow keys relative to the camera, or a touch virtual joystick. Dragging on the game rotates the follow camera. Add touch-ready ability buttons along the bottom/right HUD for Boost, Slide, Jump, and Hide; desktop keyboard bindings are Shift for boost, Space for jump, Ctrl or C for slide, E for hide, and F for tag.

Implement the gameplay abilities accurately: Boost is held while moving, gives faster movement, starts with 10 seconds of charge, drains while used, and slowly recharges. Slide lasts briefly, makes the player faster, and allows passage through low slide gates. Jump applies vertical velocity and reaches raised platforms. Blue circular rings mark hiding spots. Pressing Hide inside an available ring makes the player invisible/non-interactable for up to 15 seconds; each spot supports at most three hidden players. Leaving or expiring from hiding starts a 20-second personal cooldown, and when a hide ends, relocate the hide rings to random clear locations in the arena. Display hide state, remaining hide time, cooldown, or nearby spot information in the HUD. Hidden players do not move and cannot be tagged.

Only the original tagger can tag manually with F, and only within about 1.25 world units; show a short tag cooldown and a feedback message when there is no runner in reach. A bot tagger constantly chases the closest non-hidden living runner and automatically eliminates it within its difficulty-based reach. A tagger can phase through obstacles but must remain inside arena bounds. A runner touching the bot tagger is eliminated. Eliminated runners disappear for the rest of the round. Bots should seek runners, flee when the tagger is near, sometimes move toward hiding spots, and hide when threatened. Difficulty should affect bot tagger speed, reaction/think interval, tag reach, runner speed, and hiding frequency: Easy uses approximately 4.0 tagger speed, 3.75 runner speed, slower .55-second thinking, 1.0 reach and lower hiding; Normal uses approximately 4.55/4.2 speed, .28 thinking, 1.2 reach; Hard uses approximately 5.25/4.45 speed, .12 thinking, 1.35 reach and smarter/more frequent hiding.

Build the four core maps with recognizable geometric cover: Urban City has commercial building props around the edges, rooftops/raised blocks, delivery boxes, alleys, dumpsters, crates, bus-stop/parking/awning/planter hiding spots, and a low billboard slide gap. Dungeons has stone columns and pillars, barrels, a low central arch, an upper stone ledge, and hiding spots themed as barrels, cell bed, crypt, alcove, bone pile, and gate shadow. Cargo Ship has deck rails, rows of red/blue/yellow cargo containers, cargo boxes, a raised ramp platform, a low under-pipe slide gate, and lifeboat/locker/engine-crate hiding spots. Museum has display cases, a large central statue, balcony platforms, benches, gift-shop and curtain hiding spots, a low velvet-rope slide gate, and a statue/mummy-style prop. Use solid collision for runner movement, allow the tagger to ignore obstacles, keep all players within arena bounds, and allow jumps onto platforms.

Keep the HUD visible during play: role text should say TAGGER, RUNNER, or ELIMINATED; round guidance should say "Tag every runner", "Hide until timer ends", or "Wait for next round"; show the countdown in seconds, runners remaining, boost charge, and hide status. Keep a small controls hint reading WASD/joystick move, mouse/drag look, Space jump, Shift boost, Ctrl/C slide, E hide, and F tag (tagger only). Make all lobby and gameplay controls responsive for desktop and mobile, with translucent rounded panels matching the supplied screenshot and no debug overlays.

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