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Locust Maze

  • 3d
  • horror
  • first-person
  • maze
  • survival
  • mobile
  • collectathon
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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. Monkei_Food built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Locust Maze was built by Monkei_Food 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 Locust Maze 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 Locust Maze

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 mobile-friendly first-person 3D horror maze game titled “Locust Maze” (the page title may read “Locust: Hollow Maze”). Use Three.js-style real-time 3D rendering with a dark blue-black night atmosphere, a perspective FPS camera, fog, shadows, and responsive full-screen portrait/mobile layout.

GAMEPLAY AND GOAL: The player explores a compact square maze in first person. Find and collect exactly three glowing golden keys, then reach the iron/crypt exit door at the far edge of the maze; the exit remains sealed until all three keys are collected. The player begins near the center at floor level. Display a short instruction message near the top-center: “Find three keys. The exit is sealed until you have them all. Use the left joystick to move and drag to look. Tap PICK UP near a key.” After all keys are obtained, change it to: “All three keys are yours. Find the iron exit door and open it.” Reaching the exit when all keys are collected wins the game and shows a dark overlay with the title “YOU ESCAPED” and text about the exit groaning open, plus a RESTART button.

PLAYER AND CONTROLS: Use an FPS-style first-person camera attached to a player object, with mobile touch controls: a left virtual joystick moves the player and dragging looks around. Also support the equivalent desktop movement/look input if available. Movement speed is about 2.8, with gravity and jump physics configured, but the visible game is primarily maze exploration. Add a large fixed PICK UP button at the lower-right, styled as a dark brown/orange translucent rounded rectangle with a thin glowing gold border and pale-gold bold text. Pressing it collects the nearest uncollected key only if it is within roughly 1.65 world units. Do not auto-collect keys.

MAZE/SETTING: Build a square floor approximately 36 by 36 world units, with outer boundaries from about -8 to +8 and a grid-like interior maze. The maze walls are solid, simple rectangular blocks, around 2.45 units tall and 0.32 units thick, in a desaturated charcoal/slate gray with rough matte surfaces. Include the outer shell on all four sides and interior lane segments forming corridors and dead ends, based on these wall runs: horizontal segments around (-6,-5) length 5, (-2,-5) length 4, (3,-5) length 6, (-6,1) length 5, (-2,1) length 4, (0,5) length 5, (-7,4) length 2; vertical runs around (6,-3) length 5, (-5,-2) length 5, (-1,-2) length 4, (3,-1) length 5, (2,2) length 5, (6,2) length 4, (-5,5) length 5, (5,6) length 3, (-7,-1) length 3, (7,5) length 2, and (5,-6) length 3. Keep collision predictable and let the player navigate the corridors. The floor should be dark gray-green and nearly unlit. Place a large crypt/iron-style door centered on the north/far outer wall around world position (0, 0, 7.68), facing into the maze. It is decorative until the player has all keys, then proximity to it triggers victory.

LIGHTING AND PROPS: Use a very dark navy background (approximately #0a0f18), exponential blue-gray fog, a cool pale moon/directional light, a weak hemisphere fill, and two colored point lights: a warm orange light that follows the player and a cold blue light associated with the monster. Place six glowing lantern props around the maze at approximately (-6,-6), (6,-6), (-6,6), (6,6), (0,4), and (4,0). Lanterns should cast/receive shadows and provide small pools of warm light. Keep the overall scene extremely dark, with walls emerging from fog and shadow. Use a cinematic high-contrast tone-mapped look.

KEYS: Place three floating golden keys at approximately (-6.4, -6.5), (5.8, 4.8), and (-4.8, 5.4), with each key around 0.6 units above the floor. Model each as a small gold shaft and ring, with emissive yellow-orange material, metallic highlights, a soft circular golden halo on the floor, and subtle rotation/pulsing bob animation. The HUD must show “KEYS 0 / 3” initially and update after collection. Collected keys disappear and play a short high-pitched confirmation ping.

ENEMY: Add a deliberately uncanny, thin, pale humanoid “Locust” monster initially positioned around (4, 0, 4). It is too tall and skeletal-looking: a narrow tapered cylindrical torso about 2.7 units tall, an elongated pale head, thin arms reaching downward/outward, and long thin legs. Give it small bright pale eyes and a simple dark horizontal grin. Use pale gray-green skin, minimal detail, and a faint translucent bluish aura so its face can be read in the darkness. It should face the player and relentlessly pursue them after an initial grace period of about 3.5 seconds. Move it toward the player at approximately 2.98 units/second while keeping it on the horizontal plane. If it comes within about 0.95 units, the player loses one life.

LIVES AND JUMPSCARE: Start with 5 lives and display a top-left rounded pill reading “LIVES 5” (it may show a lower value after being caught). Each monster capture triggers a frightening full-screen interruption for about 0.9 seconds: a pale, high-contrast distorted humanoid/locust face fills the screen, with deep black oval eyes, a large black mouth with jagged light teeth, blue-white glow, shake animation, and the word “LOCUST” in glowing text at the bottom. Play a harsh filtered noise screamer sound. Then, if lives remain, reset the player to the center start position and reset the Locust to (4, 4), granting another 3.5-second grace period. When lives reach zero, show a nearly black end overlay with a centered bordered panel, title “LOCUST FOUND YOU,” explanatory text such as “Your last life is gone. The lamps keep glowing.” and a RESTART button. Disable gameplay after win or game over.

HUD/STYLE: Make the UI clean and sparse over the dark scene. At the top, use two dark translucent pill-shaped counters with thin low-opacity blue-gray borders and white bold text: LIVES on the left and KEYS on the right. The screenshot should read as nearly black with only faint maze silhouettes, occasional lantern/key glows, and the prominent lower-right PICK UP control. Use responsive sizing for narrow portrait screens, prevent page scrolling, and ensure UI buttons work with touch pointer events. The final visual style is minimalist low-poly 3D survival horror: charcoal maze walls, cold fog, warm lanterns, glowing keys, an unnaturally pale pursuing figure, and a sudden high-contrast jumpscare.

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