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Locked House

  • 3d
  • first-person
  • survival-horror
  • escape-room
  • stealth
  • puzzle
  • mobile
0
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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. jaelynn lewis built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Locked House yet. Play it, then tell jaelynn lewis what you would add next.

Make your own game

Locked House was built by jaelynn lewis 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 Locked House 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 Locked House

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.

Recreate a playable first-person survival-horror escape game titled “Locked House.” The player wakes inside a compact, dark one-story house and must escape through the chained front door while avoiding a hostile elderly-woman zombie enemy. Use a Three.js-style 3D first-person camera with mouse/pointer-lock look on desktop and right-side touch dragging on mobile. Show a centered white crosshair, dark vignette, and a warm flashlight cone illuminating mostly black-blue rooms. The environment is a small rectangular house approximately 12.8 units wide by 8.4 units deep, with tiled floors, low repeated wall sections, a central hall, and rooms on both sides: a bedroom on the left, kitchen on the right, and a locked study at the rear/left. Include a front door centered on the north wall, bedroom and kitchen doors from the hall, and a study door at the rear. Furnish the rooms with a single bed, dusty table and chair in the bedroom; a kitchen cabinet, table with a plate, and chair in the kitchen; and a bookcase plus desk in the study. Add a hall bookcase. Use simple low-poly asset-library styling: furniture and walls are visibly dimmed/desaturated, with deep shadows, blue-black ambient darkness, occasional warm orange lamp light, fog, and a flickering point light. The starting view should feel like the attached screenshot: looking across a shadowy room at a wooden chair, bed/doorway geometry, a flashlight-lit patch of floor, and a large centered introductory message.

At the beginning display a full-screen dark start overlay with a button labeled “Wake up in the house” and explanatory text: “Find tools and keys, stay quiet, and escape through the front door. WASD move, mouse look, E/click interact, Ctrl/C crouch, Shift sprint.” On starting, show the message “You wake on the floor. The front door is chained shut. Find a way out.” The player begins near the bedroom at roughly (-5.4, -2.7), with a normal standing camera height, three attempts, and no items. The HUD at top left must show “Attempts: 3 | No rusty key” initially, changing to show collected “Rusty key,” “Hammer,” and “Front key.” Top right shows a noise indicator with exactly the states quiet, risky, or LOUD, plus “crouched” or “sprint” when applicable. When near and facing an interactable, show a bottom-center dark prompt such as “Search under the bed — press E / click.” Use E or click to interact; interaction should require being within about 1.25–1.45 units and looking toward the object.

Implement this exact puzzle chain. The rusty key starts hidden under/near the bedroom bed; interacting with the bed reveals it with the message “Something metal scrapes under the bed. A key.” The player can then pick it up. The hammer starts hidden in the kitchen cabinet; searching the cabinet reveals it with the message “Inside the cabinet: a small hammer. The hinge squeals.” The study door is locked and requires the rusty key. In the study, search the old bookcase to reveal a front-door key behind a loose book, then pick it up. The front door requires both the front-door key and the hammer: if the player has the front-door key but no hammer, say “The front door is chained. A hammer could break the latch.” If requirements are missing, give a locked/key message. Opening ordinary doors makes them passable and rotates them open, accompanied by a creak and a small noise increase. Opening the front door with both items displays “The front door opens into cold night air. Run.” and immediately wins, with the persistent message “You escaped the locked house. The door slams behind you.”

Include contextual interactions: searching the study desk displays the note “The note says: ‘She hears running. Crouch when the floor complains.’”; interacting with the kitchen table displays “A plate clatters. Something heard that.”, creates very loud noise, and plays a brief scare sound; unused furniture can say “Nothing useful here.” Include a one-time trigger near the hall around (0.2, 1.8) that plays a scare sound and says “A shadow moves at the end of the hall.”, causing the enemy to investigate.

The enemy is a visible animated, low-poly hostile elderly woman/zombie character patrolling a fixed route through the house. Use an idle/walk/run animation if available. Her patrol points should roughly follow (3.8,2.4), (0.4,2.2), (-2.8,2.2), (-2.8,-1.9), (2.8,-2.4), and (5.2,0.6), moving around 0.72 units/sec. She detects the player only within about 6.8 units and a forward-facing cone, with walls and closed doors blocking line of sight. If she sees the player, switch to chase, run around 1.65 units/sec, and play more frequent footsteps. Loud player noise above about 0.72 within 8.5 units makes her investigate the location at about 1.05 units/sec, then resume patrol. Contact within about 0.72 units costs one attempt, flashes the screen red, plays a jumpscare sound, and resets the player to the starting position and the enemy to patrol. Show “She knocks you out. You wake up again. Attempts left: N” while attempts remain. At zero attempts, stop gameplay and show “She caught you one last time. All attempts are gone.”

Controls: WASD or arrow keys move with collision against walls, furniture-independent room boundaries, and closed doors; mouse movement while pointer-locked looks around. E interacts, clicking requests pointer lock or interacts, Ctrl/C holds crouch, C toggles/acts as crouch, and Shift sprints briefly. Crouching lowers the camera, moves more slowly (about 1.15), greatly reduces movement noise, and makes enemy vision less likely; normal movement is about 1.85 and sprint is about 3.05. Sprint consumes stamina and regenerates when not sprinting; sprinting generates loud noise, normal walking risky noise, and crouched movement quiet noise. Add wooden footstep sounds for the player and enemy, a low ominous drone, creaking door/key sounds, and a sharp jumpscare sound. For mobile, show a translucent left virtual joystick, right-side drag look, and circular E, C, and sprint buttons in the lower-right; match the screenshot’s minimal white outlined HUD controls. Preserve the extremely dark, tense visual presentation, sparse UI, centered interaction messaging, and clear escape/pursuit loop.

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