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Arcade › Lost Level
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Matt Bingham built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Lost Level yet. Play it, then tell Matt Bingham what you would add next.
Lost Level was built by Matt Bingham 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 Lost Level 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.
Rebuild a playable first-person exploration horror game titled "Lost Level". The setting is a dim, yellow, Backrooms-inspired office maze made from a fixed 17-column by 17-row grid. Use this exact map layout, where # is a solid wall, S is the player start, K is a keycard, and E is the exit: ################# #S..#.....#.....# #.#.#.###.#.###.# #.#...#...#...#.# #.#####.#####.#.# #.....#.....#.#.# ###.#.#####.#.# #...#.....#.#...# #.#######.#.###.# #...#.....#...#K# #.#.#.#######.#.# #K#...#.....#...# #.#####.###.##### #.....#...#.....# ###.#.###.#####.# #...#....K....E.# ################# Make each grid cell approximately 4 units wide, with walls about 3 units high. The player is a first-person camera at eye height around 1.62 units, with mouse-look and pointer lock on desktop. The maze has dark office carpet flooring, yellow textured wallpaper walls, a stained gray/beige drop ceiling, repeating ceiling tiles, occasional ceiling vents, and sparse abandoned office-like props such as stained boxes and loose dark pipes. Light it with a dirty warm-yellow ambient mood: procedural fluorescent tube fixtures appear in some open cells, cast weak point light, and flicker intermittently. Add a narrow cone hand flashlight attached to the camera, initially ON, illuminating the dark corridors. Use fog and very low exposure so distant areas fall into darkness and the overall palette is brown, ochre, black, and sickly yellow. The visual style should be simple low-poly/procedural 3D horror with textured surfaces and strong shadowy atmosphere. Core objective and loop: explore the maze, find and collect all 3 glowing cyan/blue keycards, return to the exit at E, face/interact with the exit door, and press E to unlock it and win. Keycards float slightly above the floor, rotate slowly, bob vertically, emit a blue glow, and disappear when collected. Interaction is centered on the crosshair/view direction and only works when the object is within roughly 2.6 units; show a contextual prompt when looking at an interactable within about 2.4 units: "E TAKE KEYCARD", or at the door "NEED N KEYCARD(S)" until all three are collected, then "E UNLOCK EXIT". The exit should be represented by a dark industrial metal door in a frame positioned at the end/opening of the exit cell, using a factory-style door appearance. Include one roaming hostile entity: a humanoid zombie-like male model, initially placed around map cell (13,3), walking through open cells. It wanders by choosing random open-cell targets, but when it has line of sight to the player within about 13 units it pursues the player for several seconds and moves faster. It should face toward the player while nearby, use a walk/idle animation if available, and cast shadows. If it gets within about 1.05 units, immediately lose with the message "The entity found you in the hum." The entity is not attacked or defeated; the player must avoid it and use the maze/flashlight. Player controls: WASD or arrow keys move, mouse looks after pointer lock, Left/Right Shift sprint, E interact, and F toggles the flashlight. Normal movement speed is about 3.05 and sprint speed about 5.25. Sprint drains stamina at about 24 per second; moving normally regenerates around 10 per second and standing still regenerates around 14 per second, capped from 0 to 100. Play randomized carpet footstep sounds while walking, with faster footsteps when sprinting. Add a quiet droning electrical hum and a pickup click, heavy metal impact sound on successful door unlock, and footsteps. On touch/mobile devices, provide two translucent circular virtual controls at the bottom: a left movement joystick and right look joystick, plus round E and F buttons on the right side. Rules and resources shown in the HUD: begin with Keycards 0/3, Stamina 100, Sanity 100, Time 360s, and Flashlight ON. Sanity continuously drains over time: base drain about 0.9 per second, increased strongly when the entity is close (approximately 0.75 per second for each unit within 9 units), and increased by about 0.55 per second while the flashlight is off. The countdown decreases in real time. Lose when the entity catches the player, sanity reaches zero, or the timer reaches zero. Use these exact lose messages where applicable: "Your sanity drained before you found the exit." and "The corridors looped until time ran out." On winning, pause the game and show an overlay titled "ESCAPED" with text "You unlocked the exit and escaped the yellow maze." and the collected keycard count. On losing, show an overlay titled "LOST" with the relevant message and keycard count, plus a Restart button. Allow restarting/reloading after game over. Title/start presentation: on a nearly black, dimly yellow screen show the large centered title "LOST LEVEL", explanatory text such as "Find 3 keycards in the yellow maze, then unlock the exit door. Avoid the roaming entity." and the controls text "WASD move, mouse look, Shift sprint, E interact, F flashlight.", with a prominent pale yellow "Click to enter" button. After entering, hide the start overlay and capture the mouse on desktop. During play place a HUD panel in the upper-left with large warm off-white text and bold values, exactly conveying: "Keycards: 0/3", "Stamina: 100 Sanity: 100", "Time: 360s Flashlight: ON", and "WASD move · Mouse look · Shift sprint · E interact · F flashlight". Keep the game in a first-person view with no visible player body, a subtle central interaction ray/crosshair behavior, dark vignette-like contrast from the lighting/fog, and responsive full-window rendering.