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Arcade › Key Panic
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Key Panic was built by mjshehadi54 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 Key Panic 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 playable 3D game titled “Key Panic,” a small stealth-like maze game viewed from a smooth elevated third-person follow camera. The camera should look down at the player from behind at roughly a 58-degree perspective, with a soft sky-blue background and light fog. Build a rectangular grassy courtyard bounded by four dark blue-gray border walls. Inside it, place several low pale gray rectangular maze walls: a long west-side vertical wall, a central horizontal wall, an east-side vertical wall, a northeast/key-area wall, and a lower horizontal screen near the door. Walls must be solid collision obstacles, and the player should collide with them and with the courtyard boundaries. The player is a simple bright blue rounded capsule character with a small white cone/nose on its front to show facing direction. Move it with WASD or the arrow keys; normalize diagonal movement, rotate the character toward movement, and use a walking/footstep feel while moving. Also support touch devices with a translucent circular virtual joystick in the lower-left corner, with a smaller cyan-blue thumb control that returns to center when released. Keep the camera smoothly following the player while looking slightly ahead of them. Place five people/NPCs around the maze. Use stylized low-poly human character models with dark/black appearance when available, or simple capsule-like humanoid fallbacks. They idle at assigned home positions, face the player, and have idle/walk animation where available. The key interaction is proximity: when the player comes within about 2.35 world units of a person, that person backs away from the player, attempting to maintain distance, while respecting maze-wall collision. When no longer threatened, each person slowly returns toward their home position. They are not enemies, do not attack, and there is no combat or health system. The objective on every level is to find a collectible gold key and then reach a blue exit door. Put a rotating, bobbing gold key at its hidden position, with a translucent vertical golden beacon/cylinder around it so it remains discoverable. When the player comes within about 1.1 units of the key, collect it, hide the key and its beacon, and change the door from locked to open in the HUD. Put a blue door at another location, with a translucent blue beacon/cylinder; before the key is collected it cannot finish the level, and after the key is collected, touching the door within about 1.45 units completes the level. The exit door should use a simple building-kit-style door model, scaled up slightly and oriented across the scene. Include 90 sequential levels. Each level should reshuffle or procedurally vary the five interior wall positions and dimensions, the player start, key location, door location, and the five NPC home positions. Use deterministic level-based variation so each level is repeatable, keep all placements inside the courtyard and on valid open spots, and maintain separation between player, key, door, and NPC homes. Slightly increase NPC movement speed and wall height across progression, but preserve the same core rules. Start at Level 1, and after a successful level show a centered dark translucent completion dialog. For levels 1–89, show “Level [number] clear!”, explain how many levels remain, and provide a “Next level” button. After Level 90, show “All 90 cleared!”, explain that every level was escaped, and provide a “Restart run” button that returns to Level 1. Pause gameplay while the completion dialog is shown. Use a clean low-poly, softly lit visual style: green grass floor, pale gray maze blocks, dark blue-gray boundary walls, blue sky, soft shadows, hemisphere lighting and a strong directional sun. Load stylized GLB assets for the people, gold key, and door when possible, with simple procedural fallback geometry if assets fail. Add a fixed glassy dark HUD panel in the upper-left with rounded corners and white text: title “Key Panic”; objective text “Move with WASD / arrows. Get close to people and they back away. Find the gold key, then reach the blue door.”; a level counter such as “Level 1 / 90”; and a status line that initially reads “Key: missing · Door: locked” in pale yellow, changing to “Key: found · Door: open” in green after collection. Make the HUD responsive on mobile and keep the joystick visible only on coarse-pointer/touch devices. Do not add weapons, health, enemies, timers, scoring, lives, or other mechanics not described here.