Arcade › Karanlık Kat
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Özkan Umut built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Karanlık Kat yet. Play it, then tell Özkan Umut what you would add next.
Karanlık Kat was built by Özkan Umut 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 Karanlık Kat 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 first-person 3D horror exploration game titled “Karanlık Kat” (Turkish for “Dark Floor”), set in a long, narrow, dimly lit corridor. Use Three.js-style real-time 3D rendering with a 72-degree perspective camera, dark near-black background and fog fading into the distance. The player starts at the near entrance of a corridor approximately 8 units wide, 4.2 units high, and 54 units long, facing down the corridor. The floor is dark charcoal, the side walls are dark gray, and the ceiling is nearly black. Add strong atmospheric lighting: faint cool blue ambient/moon illumination, a red point light near the entrance/end area, and a weaker blue light farther down the hall. Use soft shadows, subtle filmic tone mapping, and a very dark, claustrophobic horror presentation. Build the corridor with six identical sealed doors placed sequentially down the center of the end wall/space at regular intervals, roughly 8 units apart. Each door has a dark reddish-brown rectangular panel, brown/brass trim, side frame posts, a top frame, a small brass-colored number/marker above it, and a brass handle on the right. The final door’s marker should have a dim red glow. Put horizontal ceiling beams at regular intervals and small ceiling fixtures: alternating brass-colored fixtures and dim red glowing fixtures. Add a handful of dark wooden/brown crates scattered along alternating sides of the corridor as solid obstacles. At the far end, around the last door, place a static low-poly/basic humanoid zombie model facing toward the player, with an idle animation if available; it is only an ominous visual presence and does not attack, chase, or otherwise affect gameplay. The core objective is to walk to the far end and open all six doors in order. Door 01 is the only door initially interactable. When the player is close to the current door and presses E, or uses the mobile interaction button, animate that door panel and its handle sliding sideways to the left over about half a second, then mark it opened and advance the required door counter. The next door becomes the only valid door. If the player approaches a later door before opening the required one, do not open it and show a message that it is locked and the player must first find the sign/continue in order. If the player tries to interact away from a door, show a message telling them to find/approach the door. While the correct door is nearby, show a centered lower-screen prompt like “E / AÇ ile kapıyı aç”; during animation show “Kapı açılıyor...”; after opening, briefly show “İlerlemeye devam et.” The sixth opened door completes the game: fade the screen toward black and show the ominous message “Kaçış yok. Arkana bak.” There is no combat, inventory, health, score, timer, or enemy AI. Use FPS controls: WASD to move, mouse to look around, and E to interact; support pointer lock after starting, and include ordinary first-person collision against the corridor walls, doors, frames, crates, floor, and ceiling. A jump may be supported by the FPS control system, but it is not central to the design. For touch devices, provide a visible bottom-right interaction button labeled “AÇ / İNCELE”. Keep a small circular crosshair centered on screen. Create a Turkish HUD over the 3D view. At the top left, show a translucent dark rounded panel with the uppercase title “KARANLIK KAT” and the objective text “Kapıları aç. Sesi takip etme.” At the top right, show a matching panel with the progress text “Kapı 01 / 06”, updating through “Kapı 06 / 06” as doors are opened. Center the contextual hint near the lower portion of the screen in a translucent pill. On first load, cover the scene with a dark radial-gradient start overlay, subtly reddish around the center, and a centered translucent card. The card contains the large uppercase title “KARANLIK KAT”, the instructions “Koridorun sonuna ulaş. Her kapının arkasında başka bir şey var. WASD ile yürü, fareyle bak, E ile etkileş.”, and a red button labeled “KATA GİR”. Clicking it (or pressing Enter) starts the game, hides the overlay, and requests mouse pointer lock. Use a restrained palette of charcoal/black, gray, muted brown, brass, dim red, and cool blue, with clean system sans-serif typography, rounded translucent panels, and an oppressive minimalist horror atmosphere.