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Arcade › Hostel Escape
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Remix Hostel 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.
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 a mobile-friendly first-person 3D escape-room game titled “Hostel Escape.” The player is trapped in a small hostel bedroom and must search furniture, combine found objects, solve code locks, and escape before a countdown reaches zero. Use a warm, stylized low-poly/clean 3D look with Kenney-style hostel furniture: wooden plank floor, colored plaster walls, ceiling, bunk bed, nightstand/drawer, small potted plant, open bookcase, closed wardrobe, trash bin, desk and chair, desk lamp, TV cabinet, cardboard box, rug, door, window with a painted sunset city view, high wall air vent, and a mountain poster. The camera is fixed at standing eye height in the center of the room (first-person, no visible player body), with a wide perspective view. The player does not walk; they look around by dragging/swiping horizontally and vertically, using left/right arrow buttons on screen, or A/D and arrow keys. Tapping a visible furniture object searches/interacts with it. Objects are represented as clickable hotspots over the 3D models. Build a title screen with a sunset gradient background, rounded cream card, bed-and-moon emoji logo, large orange “Hostel Escape” heading, the subtitle “The warden starts his night round soon. Search your room, combine items, crack the locks and slip out before he knocks.”, a large orange Play button, and a How to Play button. After Play, show a two-column “Choose a Room” level menu listing ten rooms with persistent star ratings out of 30 total. Include rooms: 1 Lights Out, 2 Locker Code, 3 Fishing Trip, 4 Bright Idea, 5 Bedsheet Rope, 6 Reach High, 7 Night Codes, 8 Blackout, 9 Window Lock, 10 Final Round. Save each room’s best 1–3 star result in local storage. During play, show a HUD with Home, Pause, and Sound/Mute controls at the top, the room number/name, and a countdown timer. The timer starts at: 180 seconds for Lights Out, 190 Locker Code, 200 Fishing Trip, 210 Bright Idea, 220 Bedsheet Rope, 230 Reach High, 240 Night Codes, 250 Blackout, 270 Window Lock, and 300 Final Round. Make the timer turn red/pulse during its last 30 seconds and display a warning about footsteps and the warden being close. At the bottom show a horizontal inventory bag with at least five slots and emoji-like item icons, plus a lightbulb hint button. Show contextual toast messages for searches, wrong item use, combinations, clues, lock feedback, and tips. The first room should briefly show an instruction overlay: drag to look around and tap objects to search. Implement item selection by tapping an inventory item, then tapping an object to use it. Tapping the selected item again displays its description. Tapping two compatible inventory items combines them into a new item, consuming the originals. Include these exact item chains and descriptions/roles: small key, room key, screwdriver, battery, empty torch, lit torch, string, magnet, magnet on string, light bulb, bedsheet, belt, sheet rope, tape, long ruler, taped ruler, coat hook, hook pole, and ID card. The valid combinations are: empty torch + battery = lit torch; string + magnet = magnet on string; bedsheet + belt = sheet rope; long ruler + tape = taped ruler; taped ruler + coat hook = hook pole. Give clear feedback such as “The battery clicks in. The torch shines!” and use sparkly particle bursts when items are found or combined. Use these exact room puzzle sequences and requirements: 1. Lights Out: search the rug to find a small key; use it on the nightstand/drawer to get a screwdriver; use the screwdriver on the high air vent to get the room key; use the room key on the door to escape. The drawer says it is locked, and the vent is screwed shut until the screwdriver is used. 2. Locker Code: search the trash bin for the note “Wardrobe code 3 - 1 - 9”; enter 319 at the wardrobe’s three-digit lock to get an empty torch; search the bookcase to get a battery; combine torch and battery; use the lit torch on the dark area under the bunk bed to reveal the room key; use it at the door. 3. Fishing Trip: search the cardboard box for string; search the plant for a magnet; combine them; use the magnet on string on the TV cabinet to fish out a small key; use the small key on the nightstand/drawer to get the room key; use it at the door. 4. Bright Idea: search the bookcase for a note saying “First digits: 5 8”; search the trash bin for “Last digits: 2 6”; enter 5826 at the four-digit nightstand/drawer lock to get a spare light bulb; use it on the desk lamp, which reveals “KEY IN THE PLANT POT”; then search the plant to get the room key and escape through the door. 5. Bedsheet Rope: search the bunk bed to get a bedsheet; search the wardrobe for a belt; search the desk for a screwdriver; use the screwdriver on the window latch to open it; combine bedsheet and belt into sheet rope; use the rope on the open window to escape. The door should give a flavor message about voices in the corridor, encouraging the window route. 6. Reach High: search the box for tape, desk for a long ruler, and chair for a coat hook; combine ruler+tape, then combine taped ruler+hook into a hook pole; use it on the high vent to retrieve a small key; use the key on the wardrobe padlock to get the room key; use the room key on the door. 7. Night Codes: search the TV cabinet for a clue “7 _ _ 4”; search the bookcase for “_ 3 9 _”; enter 7394 at the four-digit wardrobe lock to obtain an empty torch; search the trash bin for a battery; combine them; use the lit torch under the bunk to reveal an ID card; use the card on the door’s card reader. 8. Blackout: search the nightstand/drawer for a screwdriver; use it on the vent to find a spare light bulb; use the bulb on the desk lamp to reveal “BOX CODE 2 0 4 8”; enter 2048 at the cardboard box lock to get a small key; use the key on the TV cabinet to get the room key; use it on the door. 9. Window Lock: search the rug for a small key; use it on the wardrobe to get a belt; search the bed for a bedsheet; search the trash for “WINDOW LOCK 6 - 1 - 5”; enter 615 at the window lock; combine belt and bedsheet into sheet rope; use the rope on the unlocked window to escape. The door should say the warden’s office is outside and this is not the way. 10. Final Round: search the plant for a magnet and the box for string; combine them; use magnet-on-string on the TV cabinet to retrieve a battery; search the desk for an empty torch; combine torch and battery; use the lit torch under the bunk to reveal “8 3 1 5”; enter 8315 at the wardrobe lock to get a screwdriver; use it on the vent to find an ID card; use the card at the door. For code locks, open a modal keypad with a dark display, digit buttons 1–9, 0, backspace, OK, and Close. Show the correct lock length and reject wrong codes with red feedback. For found written clues, open a note modal styled like a pale handwritten paper with a Got It button; tapping the same location later can reread a clue. For ordinary objects that are not currently part of the puzzle, show flavor descriptions such as the desk’s exam notes, the chair being wobbly, the plant needing water, textbooks in the bookcase, clothes in the wardrobe, snack wrappers in the bin, a dusty TV, a sunset outside, a calm mountain poster, and a breeze through the vent. Include progressive hints: after the player remains stuck, automatically provide increasingly specific hints; the hint button can request the next tier and should reduce the eventual star rating. Hint tiers should first identify an area, then the object/item relationship, then explicitly say what to tap, with a glowing ring marker around the target at the strongest tier. Also provide occasional gameplay tips such as tapping an item twice to read it, combining two bag items, rereading notes, looking up, dragging sideways, and using fewer hints for more stars. When time reaches zero, stop play and show “Caught by the Warden!” with three empty stars and retry/skip controls. When the player escapes, show “Escaped!” (or “Final Room Cleared!” in room 10), calculate a score from time remaining, stars, and hints used, show remaining time, hints, and 1–3 stars, and offer Retry and Next. Award 3 stars only with no hints and at least 35% of the room time remaining; award 2 stars with at most two hints and at least 12% remaining; otherwise award 1 star. After the tenth room show a “MISSION COMPLETED” ending screen with a sunrise logo, text that all 10 rooms were escaped without the warden noticing, total stars out of 30, and a Back to Rooms button. Use soft warm lighting, shadows, sunset-colored window light, subtle ambient synthesized music, and short sound effects for taps, wrong actions, item pickup, clue reading, unlocking, combining, hints, warnings, winning, and losing. Support mute persistence, keyboard shortcuts (A/D look, Enter tap center, number keys for inventory, H hint, P/Escape pause, M mute), responsive mobile and desktop layouts, rounded cream/orange UI cards, large touch-friendly buttons, toast notifications, subtle camera shake/FOV feedback, and celebratory colored sparkle particles on successful actions. Do not add combat, walking, visible enemies, or features beyond this timed point-and-search escape-room loop.