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Arcade › Level Null
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Nobody has said anything about Level Null yet. Play it, then tell Thomas Owens what you would add next.
Level Null was built by Thomas Owens 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 Level Null 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 first-person 3D survival-horror exploration game titled “Level Null,” set in a procedurally constructed Backrooms-style office maze. The player wakes in a dim, sickly yellow office corridor network with damp, stained brown-gold carpet, vertically striped yellow wallpaper, a tiled drop ceiling, dark base trim, and buzzing fluorescent light bars. Use a fixed maze layout made from a 15x15 grid of cells: solid perimeter walls and internal wall cells form a winding network of corridors and dead ends. The player starts in the lower-left portion of the maze and the marked EXIT is in the upper-right. Use a dark yellow/olive visual palette, strong shadows, low visibility, exponential fog, and a first-person camera with a 75-degree field of view. The scene should feel empty and oppressive, with occasional desks, desk chairs, cardboard boxes, and industrial pipes placed along corridors. These props can use simple low-poly 3D assets. Add a factory-style exit door at the exit location, framed in bright yellow with a glowing horizontal exit sign above it. The objective is to collect 5 yellow keys scattered through the maze, then approach the EXIT door and press E to unlock it. Keys are floating/rotating bright yellow 3D key objects, bobbing slightly above the carpet. The HUD in the upper-left must show “Keys: 0/5” and a horizontal stamina bar. When near a key or the exit, show a centered “PRESS E” interaction hint. Pressing E near a key hides it, increments the counter, and displays a message such as “Key found. 4 left.” Pressing E at the exit before all keys are collected displays a locked-door message stating how many keys remain. Once all five keys are collected, interacting with the exit wins the game and shows a centered overlay titled “YOU ESCAPED” with the message “The exit door opened into silence. For now, you are out.” Include a roaming enemy: an animated floating ghost skull entity that patrols a predefined route through the open maze cells. It should visibly hover and bob while using an idle/flying animation. The entity normally patrols between corridor waypoints, but detects the player with line of sight through unobstructed corridors and within a limited range. It also begins chasing when very close even without line of sight. During a chase it moves faster than its patrol speed, the HUD displays a red “ENTITY SEES YOU” warning, and it follows the player. The player loses if the entity catches them at close range or if the entity has continuously seen/chased them for roughly 5.5 seconds; show a “LOST” overlay with an appropriate reason. Maze walls block both player movement and the entity’s line of sight. Use collision radius around the player so they cannot walk through walls. Controls: WASD moves in the direction relative to the camera; mouse look controls yaw and pitch after pointer lock; Shift sprints at increased speed but drains limited stamina, while not sprinting regenerates stamina. F toggles a weak forward-facing flashlight with a narrow cone and short range. E interacts with nearby keys or the exit. Escape releases the mouse pointer lock. Include a clickable start screen with the title “LEVEL NULL,” the atmospheric text “You woke up under buzzing fluorescent lights. The carpet is damp. Something is walking the corridors.”, a two-column controls list, and a “Click to enter” button. Starting should hide the overlay, lock the mouse, and show the message “The only exit is marked. Find every key before it finds you.” Add the following HUD and presentation: a small crosshair centered on screen, a bottom-center translucent message panel that normally says “Find 5 yellow keys, then unlock the EXIT door. F toggles the weak flashlight.”, and mobile touch buttons for E and F on coarse-pointer devices. Use translucent dark panels with thin muted-yellow borders, pale yellow text, and a red danger indicator. The entire game should be rendered in a dark, atmospheric Three.js-like 3D style with soft shadows, fog, emissive fluorescent fixtures, and a subtle sickly-yellow ambient light. Implement ambient tension systems: fluorescent lights should subtly pulse and occasionally flicker or stutter; periodically play distant synthesized sounds and show messages such as “A pipe knocks somewhere far away,” “The lights buzz louder for a second,” or “You hear wet carpet squish behind a wall.” At random intervals, briefly dim groups of lights with a stutter message, or toggle one of two inactive dead-end cells into visible wall blockers with a message that a dead end slides into place or opens again. Include a low electrical hum, simple footsteps while moving, and short synthesized tones for interactions, flashlight toggling, and danger/game-over events. Keep the weak flashlight optional and make the maze otherwise difficult to see. Use a game-over/restart flow: after winning or losing, release pointer lock and show the overlay again with the appropriate result and a reload/retry button. Maintain game state for player position, camera orientation, stamina, key count, flashlight state, enemy position/chase/seen timer, shifting blockers, and win/loss status; if the platform supports it, expose equivalent state inspection and patch hooks for testing.