Arcade › Kiwi Escape
Its a math escape room with FPS mechanics, you answer questions to get weapons.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. chrisxu26 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Kiwi Escape yet. Play it, then tell chrisxu26 what you would add next.
Kiwi Escape was built by chrisxu26 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 Kiwi 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.
Create a browser-based first-person 3D escape-room shooter titled “Kiwi Escape.” Begin with a full-screen dark blue-black start overlay. Center the large title “KIWI ESCAPE,” with “ESCAPE” in bright light blue, followed by text explaining that the player is locked in a concrete bunker, four weapon stations block the exit, each station opens only after answering a math question correctly, and the player must unlock all four weapons and blast the door lock to escape. Show controls: WASD/drag-look to move, left click to shoot, right click to aim scope, E interact, 1–4 switch weapons, R reload. Include a rounded blue ENTER button. After starting, render a Three.js-style first-person FPS scene with a 75-degree perspective camera, foggy dim bunker lighting, concrete-gray floors and walls, a dark ceiling, warm/cool point lamps, hard shadows, crates and green metal barrels as cover, and a crosshair at screen center. Use three sequential bunker levels: Bunker Alpha (roughly 28x28 units), Bunker Beta (roughly 32x36, maze-like corridors and partitions), and Bunker Gamma (roughly 36x36, an open hall with pillars and partial walls). Each room has perimeter walls, a ceiling, internal wall partitions, scattered brown crates, green cylindrical barrels, lamps, and a brown exit door at the far end with a small red glowing lock above it. Place four weapon stations in the corners of every bunker: SMG, AR, shotgun, and sniper. Each station is a dark metallic cylindrical pedestal with a glowing colored ring, a weapon model resting above it, and a red status light while locked. Walking within interaction range shows a prompt such as “Press E to answer question for SMG.” Press E to open a centered modal question panel that pauses FPS controls and pointer lock. The panel has a dark card, weapon icon, “WEAPON LOCKED — answer to unlock,” a generated math question, a large numeric answer display, and a 3x4 keypad with digits, clear, and green check buttons; keyboard number entry, Enter, Backspace, and Escape must also work. Generate questions from easy arithmetic (addition, subtraction, multiplication, division), order-of-operations expressions, squares, square roots, simple linear equations, and percentages. Accept only the correct numeric answer (with the small tolerance used for decimal/percentage answers); show green “Correct! Weapon unlocked” or red “Wrong. Try again” feedback. A correct answer awards 1000 score, changes the station ring/status light green, adds that weapon to the inventory, gives it ammunition and magazines, and automatically equips it. Implement four distinct FPS weapons with different colored station rings and behavior: SMG, AR, shotgun, and sniper. Show the equipped weapon as a first-person view model at the lower-right of the camera, with muzzle flash and recoil when firing. Left click fires hitscan shots with weapon-specific fire rate, damage, spread, pellet count, and magazine/ammunition limits. Right click aims; scoped sniper aiming hides the viewmodel and displays a circular black scope vignette with crosshair lines and a red center dot, while non-sniper weapons narrow the field of view. R reloads over about a second when reserve magazines exist; empty weapons show an “Empty! Reload (R)” message. Number keys 1–4 switch only to unlocked weapons, otherwise show that the weapon is still locked. Once at least one weapon is unlocked, spawn hostile floating red-maroon spherical drones. Each drone has a glowing red eye and six short spikes, bobs in the air, has 3 hit points, chases/intercepts/wanders around the player, and damages the player for 8 health on contact about once per second. Spawn them gradually, with no more than four active enemies. Hits flash the enemy red; defeated drones shrink away and award 50 score. The player starts with 100 health, shown by a top-right horizontal health bar that shifts from green to yellow to red. At zero health show a death message and restart the game. For Bunker Beta include one nearby interactable relay switch, and for Bunker Gamma include two relay switches. Render each as a small dark panel on a pole with a red indicator. E activates it, turns the indicator green, awards score, and randomly unlocks one still-locked weapon as a reward; show an activation/reward message. Display a HUD over the gameplay: top-center objective text such as “Bunker Alpha · Answer math to unlock weapons · shoot the door lock to escape”; top-right level number, score, unlocked count out of 4, enemy count, and health bar; bottom-left current weapon name and ammo/reserve count; center crosshair; contextual interaction prompt near the center; and temporary large messages for unlocks, hits, reloading, and victory. Use a dark translucent, clean sans-serif interface with light blue accents, green success, red warning, and rounded panels. When all four weapons are unlocked, update the prompt to tell the player to shoot the red lock above the door or press E. The door remains collidable until the lock is hit; shooting the lock with a hitscan weapon or interacting nearby opens it, changes the lock light green, displays “LOCK BLASTED!”, plays a short victory progression, and slides the brown door upward over about 1.5 seconds. Show a LEVEL CLEAR overlay with score and a NEXT LEVEL button after the first two rooms, then build the next bunker and reset that level’s weapons, ammo, health, enemies, stations, switches, and spawn while retaining the score. After clearing the final Gamma bunker, show a full-screen “YOU ESCAPED” overlay with the final score and a PLAY AGAIN button. Keep the visual style grounded in the visible implementation: low-poly geometric bunker props and enemy shapes, realistic-ish Three.js materials and shadows, dark foggy concrete environment, colored emissive station rings and lights, and a polished minimal dark HUD.