Arcade › Hushed Rooms
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Remix Hushed Rooms 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 mobile-first 3D survival-horror exploration game titled “House of Hushed Rooms” (menu branding can also refer to it as “Hushed Rooms”), designed for landscape orientation only. If the device is portrait, hide the game and show a full-screen dark orientation panel with a ↔ symbol, the heading “Turn your phone sideways,” and the text “House of Hushed Rooms is built for horizontal play.” Use a first-person camera in a dim, foggy, enclosed house made from simple low-poly geometric meshes. The scene should be very dark blue-black overall, with brown/charcoal walls and wood, muted gray cloth, rusty red accents, warm orange lamps, cool blue lights, soft shadows, and atmospheric fog. Use a perspective camera, subtle ambient hemisphere light, directional shadows, warm and cool point lights, and no player flashlight. The environment is a rectangular house roughly 20 units wide by 24 units deep, with solid outer walls, room-divider walls and open corridors. The floor is dark brown-gray and the ceiling is very dark wood. Include a central stepped stair/landing-like structure and signs/labels for “ATTIC” and “BASEMENT” on doors that are currently inaccessible. The player wakes in a guest room near the west side of the house, around a bed. The player is an invisible first-person character with mobile FPS controls: a virtual joystick/left-side movement control and right-side drag/look control. Support movement, camera look, gravity and jumping as provided by a standard FPS controller, but provide no weapon. Put a small pale circular crosshair at screen center. The HUD should have a top-left objective, top-right difficulty/status, a contextual interaction prompt near the lower center, and four mobile buttons at bottom-right: INTERACT, CROUCH (changes to STAND while crouched), INVENTORY, and PAUSE. The game should also work with keyboard/mouse if the engine’s standard FPS controls provide them, but prioritize touch controls. Start with a dark serif menu panel over a black radial-gradient background. Show the title “House of Hushed Rooms,” the subtitle “A quiet house. Five locks. Something inside is listening.”, and buttons PLAY, DIFFICULTY: NORMAL, HOW TO PLAY, and SETTINGS. Difficulty cycles through EASY, NORMAL, HARD and EXTREME and persists locally. The how-to-play message should explain landscape play, left joystick movement, right-side drag to look, the interact button, searching rooms, collecting tools, and that the house does not hand over the answer. The settings message should say environmental sound is enabled, orientation is landscape, and no flashlight is carried. Include pause, win, and death overlays with the following tone and text: pause has RESUME and RETURN TO MENU; victory says “The night lets go” and “You cleared the five obstacles and escaped the house.”; death says “Something found you” and “The house is quiet again.” Core goal: escape through the front door at the far end of the house by clearing five separate obstacles. At game start set the objective to “Wake up. Find a way out.” and begin in a brief wake state, then allow play. The guest-room door is locked. Place a lockpick in exactly one randomly selected guest-room location each run: on/near the bed, in/near the bedside drawer/table, or on a nearby table. The player must search and use the INTERACT button while looking toward an object. Picking it up adds “lockpick” to the inventory, removes the visible object, and updates the objective to indicate the guest-room door can be opened. Looking at the locked guest-room door and interacting with the lockpick should play a low break/lock sound, briefly say “Lockpick breaks in the lock...”, then remove the door and open access to the rest of the house. Without the lockpick, show “Locked. A narrow tool might fit.” Implement a simple inventory list with item names and an INVENTORY panel. Start with “empty hands.” Items to collect and the puzzle chain are: - In the west/downstairs desk-and-TV room, put a safe key visibly near/on the desk or TV area. Picking it up adds safeKey. - Put a metal safe in that room. It refuses the lockpick and says “A keyhole, but not for the lockpick.” If the player has safeKey, interacting opens/removes the safe and adds houseKey, with objective text saying the house key is yours and the front door still has more than one obstacle. - Put wire cutters on/near the desk area; collecting them adds wireCutters. - In the east kitchen area, put a microwave with a broken/rusty handle. Put a hammer nearby. Without the hammer, interacting with the microwave says “The handle is broken. Something blunt could force it.” With the hammer, remove the handle, add frontCode, and display “A code is scratched inside the microwave: 4317.” - In an upstairs/east bathroom area, put a bathtub and a visible shedKey on/near it. Collecting it adds shedKey. - At the rear garden, put a small wooden shed with a sturdy locked door. Without shedKey, interacting says “A sturdy padlock. The shed key must be nearby in the house.” With shedKey, remove the shed door, reveal a dark shed interior, add a hammer (or make the hammer available as the shed reward), and display “The shed opens. Take what is inside.” Place the front door at the opposite end of the house, near the exterior garden/front boundary, visibly blocked by all of these: three wooden planks, a horizontal metal bar/padlock, a red plastic wire/cable, a built-in code lock, and the door itself. When the player faces the door and presses INTERACT, process the obstacles with the required tools: hammer removes the planks and says “The planks splinter.”; safeKey removes the metal bar and says “The padlock opens.”; wireCutters removes the red cable and says “The cable snaps.”; houseKey removes the door lock; frontCode removes the code lock. If a visible obstacle lacks its required item, say “That obstacle needs a different tool.” If no obstacle is cleared, say “Five obstacles stand between you and the night.” Once all five objects are gone, win immediately, hide the HUD, play a high success tone, and show the victory panel. The player should be able to discover the correct sequence by exploring rather than receiving a quest marker. Include environmental props built from boxes/cylinders: a bed with wooden frame, gray mattress, red blanket and pale pillow; bedside table with drawer; guest chair; desk and drawer; TV; safe; dining chair; microwave and rusty handle; bathtub; lamps with emissive warm/cool bulbs; doors and labels; and a garden behind/outside the house with dark green ground, dirt-colored surroundings if needed, a wooden fence, several stylized dead trees, and a brown shed. Keep the visual style sparse, moody, low-poly and architectural rather than detailed or photorealistic. Add a hostile enemy called “The Listener,” represented by a shadowy witch-like humanoid 3D model in the house. Start her near the central/front side of the house. She has four states: patrol/idle, chase/run, search/walk, and attack/death outcome. Use line-of-sight checks with house colliders and distance-based detection. Detection distances and movement speeds must depend on difficulty: EASY speed 1.7, detection 8, hearing 4; NORMAL speed 2.2, detection 11, hearing 7; HARD speed 2.8, detection 15, hearing 10; EXTREME speed 3.5, detection 19, hearing 14. When she can see the player within detection range, enter chase and remember the player’s last position. If line of sight is lost, enter search and move to the last known position, then return to patrol. If she gets within roughly 1.25 units, end the run, hide the HUD and show the death panel. The player can crouch, and the camera should lower slightly while crouched, but do not invent a separate stealth meter or weapon system. Use short, sparse synthesized triangle-wave tones for pickups, interactions, movement/noise cues, lock events and victory, and make environmental audio enabled by default. When the player looks toward a nearby active interactable within range, show its contextual description (for example “Pick up lockpick,” “Unlock guest door,” “Open safe,” “Pick up hammer,” or “Clear escape obstacles”); if INTERACT is pressed with no valid target, briefly show “Nothing answers.” Keep prompts and HUD typography understated: pale cream text, muted tan/orange accent, thin brown borders, translucent near-black panels, and serif headings with simple sans-serif HUD labels.