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Arcade › Lab Break
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Lab Break was built by Carter 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 Lab Break 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 top-down/angled sci-fi third-person shooter called “Lab Break.” The camera is a perspective camera following the player from high above and behind at roughly (0, 14.5, 12.5), looking toward the player, with a dark blue-black foggy futuristic lab aesthetic. Use simple low-poly geometric models, strong cyan and magenta neon accents, cool blue lighting, shadows, and a very dark floor and walls. The level is a connected linear facility: a wide starting room about 26 by 12 units, a narrow hallway about 10 by 30 units extending away from it, and a final room about 18 by 14 units. Surround spaces with solid dark walls roughly 6 units tall, leaving passages between the room and hallway; place thin glowing neon strips on walls in cyan and pink. Put a large dark futuristic exit door at the far end of the final room around the center of the back wall. The player is a small stylized futuristic humanoid made from a pale blue capsule-like body and a dark visor with a subtle pink glow. Start the player near the front of the first room, unarmed. Place a floating pickup near the left side of the starting room: a dark circular base with a glowing cyan octahedral gem, representing the Pistol. Pickups gently bob and rotate. The player moves with WASD, sprints with Shift (faster movement, draining a 0–100 stamina stat that regenerates when not sprinting), aims toward the mouse cursor projected onto the ground, and rotates to face the cursor. Left mouse fires the equipped weapon toward the aim point; E picks up a nearby item; R reloads. Implement two weapons. The Pistol has a 12-round magazine, 36 reserve rounds, about 4 shots per second, 18 damage, and moderate spread. The Rifle has a 30-round magazine, 60 reserve rounds, about 9.5 shots per second, 10 damage, and slightly greater spread. The pistol is the starting-room pickup. Player bullets should be small glowing cyan spheres; they travel in straight lines, collide with walls and enemies, and disappear after a short lifetime. Show automatic fire while the mouse button is held, prevent firing during reload, and show a reload hint when empty. Rifle pickups should be glowing magenta; ammo pickups green; armor pickups yellow. A pickup interaction should occur only when standing within about 1.2 units and pressing E. Place five stylized sci-fi guards: one in the hallway around its entrance/middle and others distributed down the hallway and in the final room, using simple dark blue armored box torsos, spherical heads, and dark glowing-pink visors. Each guard has 55 HP, moves at about 3.2 units/sec, uses simple line-of-sight checks against walls, approaches if too far, backs away if too close, and strafes at combat range. Guards fire small glowing magenta projectiles at the player when they have line of sight and are within about 14 units, with roughly 0.65–0.9 seconds between shots and 10 damage per hit. Enemy projectiles collide with walls and damage the player. Player armor absorbs 75% of incoming damage until depleted; health starts at 100 and reaching zero ends the game. When a guard dies, remove it and drop exactly one randomly selected loot item at its position: 50% ammo with a random amount of 18–33, 30% armor with 20–40 armor points, or 20% Rifle. Armor caps at 100. The player must obtain a weapon, defeat enough guards, and reach the exit door. The exit trigger is at the far end of the final room; it only wins if the player has a weapon and at most one guard remains alive. If attempted too early, display “Door is locked — thin out the guards.” On success show a centered translucent overlay titled “You Escaped” with green styling and text explaining that the player made it out of the secret facility. On death show a red-danger overlay titled “You Were Contained” explaining that the guards dragged the player back into the facility. Build a clean HUD over the game: upper-left translucent dark panel showing HP, Armor, and Stamina; upper-right panel showing current weapon and “Ammo reserve / magazine” plus contextual hints; centered top objective text that starts as “Objective: Find a weapon and escape the facility.” and after pickup tracks “Objective: Reach the exit. Guards remaining: N”; a tiny glowing cyan dot crosshair at screen center; and a bottom-center footer reading “WASD move • Mouse aim • Click shoot • E pickup • R reload • Shift sprint.” Contextual hints should include “Find a weapon.” before pickup, “Press E to pick up: [item]” near loot, “Reloading…”, and “Out of rounds — press R to reload”. Use subdued blue-white text, cyan for interaction/accent text, magenta for enemy/door accents, green for win, and red for loss. Add simple Tone.js-style synthesized sound effects for pistol shot, rifle shot, hit, pickup, reload, win arpeggio, and lose sound, initialized after user interaction. Do not add unobserved mechanics such as additional rooms, enemy types, inventory systems, or waves; keep the implementation faithful to this compact fixed facility and its five guards.