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Latchline Factory

  • 3d
  • first-person
  • exploration
  • horror
  • puzzle
  • industrial
  • arcade
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Theodore Kistler STUDENT built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Latchline Factory yet. Play it, then tell Theodore Kistler STUDENT what you would add next.

Make your own game

Latchline Factory was built by Theodore Kistler STUDENT 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 Latchline Factory 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.

Read the build brief for Latchline Factory

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 exploration game titled “Latchline Factory,” set inside a dark industrial loading bay/factory. Use a Three.js-like perspective FPS camera with mouse look, WASD movement, Space to jump, and Q/E to fire a left/right grabbing hand. On touch devices, provide touch controls. The player starts near the front of a long rectangular factory corridor and looks down its length toward a distant loading door. The environment should be dim and atmospheric: nearly black-blue background and fog, gray metal floor and side walls, a dark ceiling with repeated horizontal beams, warm orange/yellow hazard stripes running along both sides of the floor, and colored industrial lighting including a red glow toward the back and blue light on the right. Populate the bay with factory props such as several conveyor-belt sections on the left, large gray machines on both sides, stacked crates, warning signs, and a wide yellow-framed loading doorway at the far end. Use a low-poly/semirealistic industrial asset style with strong shadows, metallic gray surfaces, warm orange accents, cyan lights, and red/purple emissive details.

The objective is shown in the HUD: “Find the three missing power toys. Pull them out with Q / E, then reach the loading door.” Place exactly three small floating/visible power toys in the corridor: each is a compact cyan-blue box/body with a yellow glowing spherical core/ridge and a red ring. Put one around the right side near the early conveyor area, one farther down on the left, and one near the far end. Show a central crosshair. When the player aims at a toy within roughly 8 units and presses Q or E, raycast from the center of the screen, mark that toy recovered, and animate it being pulled toward the player along a line while rotating, then remove it. Q is labeled LEFT HAND and E RIGHT HAND; if no valid target is aimed at, show a brief “HAND: no lock” notification. Each successful grab updates a top-right counter from “POWER TOYS: 0 / 3” to “3 / 3,” with brief amber status messages.

The first-person foreground should visibly show the player’s grabbing apparatus: a dark compact backpack/control pack at the bottom center with a cyan glowing panel, orange-sleeved forearms, pale gloves/palms with cyan centers, red cuffs, and thin live cable lines extending from the pack to both hands. Keep the hands and equipment visible over the scene. Include a small bottom-center instruction panel reading “WASD move · mouse look · Space jump · Q / E grab hands” and a bottom-right legend “LEFT HAND [Q] RIGHT HAND [E].”

At the far end, the loading door starts closed as a dark rectangular door inside a yellow/orange frame. Only allow it to open once all three toys are recovered and the player walks close to it (roughly z < -22.2 and within 2.2 units of the center). Then animate the door rising vertically, add a subtle camera shake/roll, briefly darken/fade the screen, play an ominous mechanical screech/noise, reveal a second darker chamber beyond with purple walls/back wall, dark machines, and cyan lights, and display a message such as “THE FACTORY IS WAKING UP…” followed by “CHAPTER GATE OPEN — something is moving inside.” When the player enters the revealed area, mark the chapter complete and show “CHAPTER COMPLETE — the factory has seen you.”

Start with a full-screen title menu over a dark radial industrial background. It should say “LATCHLINE INDUSTRIES PRESENTS,” prominently display “LATCHLINE FACTORY,” and subtitle “The machines stopped. Something inside did not.” Provide four selectable chapter buttons: “CHAPTER 1 — THE LOADING BAY” (find the missing power toys and open the factory door), “CHAPTER 2 — ASSEMBLY FLOOR” (the belts are moving again), “CHAPTER 3 — THE PLAYROOM” (bright colors and small footsteps), and “CHAPTER 4 — DEEP PLANT” (whatever lives below has been waiting for the lights). Selecting any chapter starts the same described toy-recovery/loading-door gameplay while changing the chapter title/objective text. During play, place the title at top left in spaced amber lettering, objective below it in pale gray, and power-toy count at top right in amber. Keep the interface clean, dark, cinematic, and horror-tinged, with no enemies or combat; the tension comes from the empty factory, lighting, sounds, and the ominous revealed chamber.

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