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Arcade › Mansion Escape
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Mansion Escape was built by Madhavi C T 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 Mansion Escape 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 short playable 3D third-person haunted-mansion escape game titled “Mansion Escape.” The player is trapped inside a dark cursed house and must choose one of three weapons, explore the mansion, collect three glowing sigils, fight pursuing ghosts, then return to the front door and press Interact to escape. Use a fixed 3D mansion environment viewed by a smooth follow camera behind and slightly above the player. The camera follows the player’s position and facing direction, looking toward the player’s upper body. Build the mansion as a large roughly square, enclosed floor plan with dark walls, a nearly black-purple floor, fog, moonlike blue directional lighting, warm candlelight, and subtly pulsing spectral illumination. Include exterior boundary walls and interior partitions that form halls and rooms, plus four square structural columns. A deep red carpet runs down the central hall. Place a large wooden doorway/frame at the front/north end around z=14.3, with a dark open-looking door gap; this is the escape exit, but it remains locked until all sigils have been collected. Add small candles near the corners and rear of the mansion with warm amber or cool blue point lights. The player starts near the front door in the central hall, represented as a simple stylized humanoid: a dark navy coat/body, pale head, and a small glowing weapon marker in one hand. Movement is top-down horizontal movement in the world using WASD or arrow keys; normalize diagonal movement, smoothly accelerate/decelerate, collide against mansion walls and columns, and rotate the avatar toward the movement direction. Also provide a mobile-friendly on-screen control scheme: a four-direction D-pad with left/right/up/down buttons, plus separate Attack and Interact buttons. The player has 100 health and moves at a brisk walking speed. Before gameplay, show a full-screen dark translucent weapon-selection overlay with the game title and the premise: the player is trapped inside a haunted mansion, must collect three cursed sigils, fight ghosts, and run for the front door before the house swallows them. Present three large rounded dark cards with pale text and gold/yellow stat labels, each selectable: 1. Ritual Axe — “Power high · Reach short · Cooldown medium”; description “Heavy hits at close range. Best for clearing tight halls.” Power 36, range 2.1, cooldown 0.5 seconds, strong knockback. 2. Silver Revolver — “Power medium · Reach long · Cooldown slow”; description “Fast aimed shots. Safer in open rooms if your timing holds.” Power 24, range 8.8, cooldown 0.72 seconds, and only hit ghosts in front of the player when the aim direction is sufficiently aligned. 3. Sun Lantern — “Power low · Reach medium · Cooldown fast”; description “Radiant burst that stuns nearby ghosts. Great for surviving swarms.” Power 19, range 4.4, cooldown 0.34 seconds, with moderate knockback. Give the player’s weapon marker the selected weapon’s color. After selecting a weapon, hide the overlay and begin the game. Display a compact HUD suitable for desktop and mobile: a health label and horizontal health bar, the selected weapon name, a sigil counter reading 0/3, and a message/instruction area. Messages should explain the objective, prompt “Press Interact to take the sigil” when close to one, report attacks and locked-door status, and narrate ghost hits and collected sigils. The HUD should use a dark navy/black glass-like style with light text, pale blue accents, and gold highlights, matching the rounded-card visual language. Place exactly three collectible sigils on small stone pedestal cylinders in distinct mansion areas: one near the upper-left area, glowing cyan; one near the lower-right area, glowing pink/red; and one near the lower-left/rear area, glowing pale yellow. Each sigil is a hovering, rotating glowing faceted octahedron with a colored halo/light. A player must move within about 1.6 world units and press Interact (E or the mobile Interact button) to collect it. Hide the sigil and its light after collection, increment the counter, and show a mansion-groan message. Do not collect automatically. Spawn five floating ghosts around the mansion. Each should be a stylized translucent spectral figure made from a glowing spherical hood/head and a tapered cone-like trailing tail, with pale cyan, lavender, blue, or pink tints. Ghosts hover and bob, face the player, drift slightly side to side, and actively chase the player through the mansion. A ghost attacks when within about 1.2 units, dealing 11 damage, with roughly a 0.7-second player hurt cooldown and about a 1.1-second ghost attack timer. Flash ghosts and emit small colored particle bursts when they are hit; also emit red/pink particles when the player is struck. Weapons attack only when the player presses Space or the Attack button, observe their cooldown, and show a brief expanding colored ring on the floor centered on the player. The axe should hit nearby ghosts in a broad close-range direction, the revolver should require forward aim, and the lantern should be a quick medium-range burst. Each ghost starts with 70 HP and disappears in glowing mist when defeated. After the player has collected at least one sigil and very few ghosts remain, allow the mansion to summon a defeated ghost again from the rear walls, reinforcing the pressure without adding a different enemy type. The player wins only by collecting all three sigils, reaching the front door area (roughly centered at the north/front boundary), and pressing Interact. If Interact is used at the door too early, keep it locked and state how many sigils remain. On victory, stop gameplay and show a centered dark modal saying “You Escaped,” with text explaining that the final sigil breaks the curse, the door tears open, and dawn enters the hall, plus a “Play Again” button. If health reaches zero from ghost attacks, stop gameplay and show a loss modal titled “The Mansion Keeps You,” explaining that the ghosts drag the player into darkness, with the same Play Again restart button. Restart must reset the player, health, weapon selection, sigils, ghosts, messages, and HUD back to the weapon-selection overlay. Use a moody low-poly/clean WebGL aesthetic: dark plum-black architecture, navy shadows, blue fog, warm candles, colored emissive collectibles, translucent pastel ghosts, small glowing combat particles, soft shadows, and subtle rhythmic light pulsing. Keep all mechanics grounded in the described mansion layout: wall collision, three manual sigil interactions, weapon-dependent attacks, chasing ghosts, health loss, locked exit, victory/loss states, and desktop/mobile controls.