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Arcade › Locked Room
Click the game above and it runs right here in your browser. No download, no installer, no account needed. noah gray built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Locked Room yet. Play it, then tell noah gray what you would add next.
Locked Room was built by noah gray 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 Room 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 compact first-person 3D escape-room game titled "Locked Room". The player wakes inside a single enclosed bedroom at night and must complete a short, sequential escape puzzle: notice/check the dead phone, obtain a drink, try the locked door, read the note’s hint, lift the pillow to reveal a key, pick up the key, then use the key on the door to escape. Use a low-poly, clean Kenney-style visual presentation rendered in a Three.js-like first-person perspective. The room is a simple rectangular bedroom with warm beige walls, a muted brown floor, a pale ceiling, dark brown baseboards/trim, soft fog, and subdued nighttime lighting. Use a warm bedside point lamp near the bed plus cool blue moonlight from a small window on the back wall. The window has a dark frame and faint blue glowing glass. Keep the atmosphere quiet, dim, and slightly stylized rather than photorealistic. The camera is first person at approximately eye height, with mouse-look/pointer lock on desktop and drag-to-look on touch devices. Start the player near the left-center of the room. Movement is WASD or arrow keys, with collision against the room boundaries and furniture; desktop movement speed should feel like a normal slow walking pace. On mobile, provide a visible virtual joystick for movement and a large USE button. Interact with the object currently being looked at by pressing E, Space, or USE. Put a small crosshair at screen center and a bottom hint reading "WASD move • drag to look • E interact" on desktop-style layouts. Arrange the room as follows. Put a bed along the left/front side of the room, with a white pillow on its upper surface near the front end. Initially the pillow conceals the key. Put a dark nightstand beside the bed with a black, dead phone resting on it and a small yellow sticky note. The phone can be looked at and interacted with; show the message that it will not turn on and has no calls or flashlight, but it is not an inventory item. The note can be read and should say: "Drink first. Then look where your head was." Put a table toward the back-right wall with a simple chair nearby, and place a colorful water bottle on top of the table. The bottle is the drink pickup and disappears after use. Place a closed door in the center of the front wall, with a collision blocker until it is unlocked. Implement the exact puzzle logic. The initial objective HUD says "Wake up. Your phone is dead. Find a drink." and the opening message says "You wake up thirsty. Your phone is dead on the nightstand." Looking at the phone offers "Check dead phone"; using it displays: "The phone won't turn on. No calls, no flashlight — just a dead black screen." Looking at the note offers "Read note" and displays the note text. Looking at the water bottle offers "Drink water". Before drinking, the player may try to lift the pillow, but display: "You lift the pillow, but your throat is too dry to think straight. Get a drink first." When the bottle is used, mark the drink as obtained, hide the bottle, change the objective to "The door is locked. Find the key.", and display: "Cold water. You remember the note: look where your head was." The door offers "Try door". If tried before the drink, say: "The door is locked. You're too thirsty to focus — find a drink first." and set the objective to "Find something to drink." If tried after drinking but before finding the key, say: "Locked. There has to be a key somewhere in this room." and set the objective to "Find the key. Hint: check the bed." Once the drink has been obtained, lifting the pillow reveals a small rotating key model, displays "A small key slides out from under the pillow.", and makes the key available to pick up. The key offers "Pick up key"; on pickup hide the key, mark it collected, change the objective to "Unlock the door and leave the room.", and display "You got the key. The door is your way out." If the player uses the pillow again after revealing it, display either that the key is under it or that the pillow is empty after pickup. When the player uses the door with the key, mark the door open and the game escaped, remove its collision, visibly swing/open the door into the hallway, change the objective to "You unlocked the door. You escaped.", and display for several seconds: "The key turns. The door opens into the hallway. You made it out." If the player interacts with no valid object, briefly display "Nothing useful right in front of you." Play a subtle click sound on interaction. The HUD should match the visible game style: large bold white title "LOCKED ROOM" at upper left; beneath it, a rounded dark translucent objective panel with the current objective; upper-right rounded dark status chips reading "Drink: no/yes" and "Key: no/yes"; a centered dark translucent message panel for temporary story feedback; a bottom-centered rounded prompt that changes to labels such as "Drink water — E / USE", "Lift pillow — E / USE", "Pick up key — E / USE", or "Try door — E / USE", otherwise reading "Look at objects and press E / USE". Keep the UI readable over the dim 3D scene, with responsive touch controls and pointer events enabled on the joystick and USE button. Include state tracking for player position, drink/key possession, whether the key has been revealed, door-open/escaped status, current objective, current interaction target, and collision blockers so the game is a complete playable slice rather than a static scene.