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Arcade › Kill Floor
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Kill Floor was built by almehr 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 Kill Floor 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 low-poly 3D horror survival game titled “KILL FLOOR.” Use a third-person over-the-shoulder camera in a single long, narrow abandoned slaughterhouse corridor. The corridor is approximately 12 units wide and 45 units long, enclosed by dark tiled/industrial side walls, a low broken ceiling, and a stained concrete floor. The player is a small visible survivor character made from a capsule-like dark teal body and a simple skin-colored spherical head. Start the player near the south end of the corridor at roughly the center, facing north toward the exit at the far end. Keep the camera close behind and above the survivor, with mouse-controlled yaw; the player can move freely within the corridor but cannot pass through the walls. The core objective is to find and collect exactly three glowing gold/yellow fuses, then reach the green-lit exit door at the far north end. Place the fuses at these distinct locations: on the right side near the starting end (approximately x=4.2, z=5.4), on the left side in the middle (x=-4.3, z=-6.4), and on the right side near the far end (x=3.7, z=-19.2). Make each fuse a small rotating horizontal cylindrical pickup with a ring and a warm emissive glow. Walking close to a fuse automatically collects it, hides it, and increments the fuse counter. The exit is a sealed metal door in the end bulkhead; it remains visible/closed until all three fuses are collected, then opens/disappears and leaves a bright green light/glow. The player wins when they reach the end exit zone after collecting all three fuses. Populate the corridor with moving automated industrial slaughter hazards, not enemies that attack or can be fought. Include two reciprocating slicers: one around x=-2.4, z=8 and another around x=2.7, z=-2.2. Each has a metal post and a wide horizontal blade that slides side-to-side across the corridor area on a sinusoidal path while rotating. Include a hydraulic crusher around x=0, z=-9.2: a metal frame with two vertical supports and a red metal crush plate that repeatedly rises and drops. Include a bone conveyor around x=0, z=-16.5: a dark rectangular belt with metal rollers and seven red toothed/conical pieces that move and rotate. Give the slicers and conveyor a collision/damage radius, and make active contact reduce health with brief damage cooldown; the crusher should deal heavier damage when its plate is in the active lowered phase. Start health at 100. The player loses and shows a “PROCESS HALTED” game-over message when health reaches zero. Do not include weapons, combat, monsters, inventory beyond the three fuses, or extra rooms. Dress the slaughterhouse with low-poly industrial props: overhead rails and beams running along the corridor, dangling chains and curved meat hooks, red warning stripes on sections of the walls, dark machinery housings, pipe machines, long overhead utility pipes, valves, chemical barrels, and a discarded saw-club-like prop. Use factory-kit-style machine and pipe assets and simple procedural geometry for the architecture, rails, hooks, player, and custom hazards. The visual mood is very dark industrial horror: near-black background and fog, brown/gray concrete and metal, dim warm orange practical lights that flicker, red hazard accents, hard shadows, and a conspicuous green light at the exit. Use restrained ambient/directional lighting and point lights so the corridor is readable but threatening. Provide a HUD over the 3D view. At the upper left show an objective panel that initially says “Find the 3 fuses. Avoid the automated slaughter line.” and updates to “Exit is powered. Reach the green light.” after all fuses, with brief messages such as “Fuse recovered.” or “Machine contact.” At upper right show “Health 100%” with a red horizontal health bar and “Fuses 0 / 3,” updating live. On the title/start overlay show the large title “KILL FLOOR,” the story text “You woke up inside an abandoned slaughterhouse. Collect 3 fuses, open the exit, and do not touch the machines.” and an ENTER button. Show desktop instructions at bottom left: “WASD / Arrow keys move · Mouse moves view · Shift sprint.” Support WASD and arrow keys for movement, Shift for sprint, mouse movement for looking with pointer lock, and on touch devices show left and right virtual circular thumb pads for movement and looking. Include a restart option after winning or losing. On victory show “ESCAPED” and the message “You forced the exit open before the line claimed you.”; on defeat show “PROCESS HALTED” and “The machines were built for animals. They did not know the difference.” with a try-again button.