Arcade › Math Hall Escape
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Joshua Vazquez built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Math Hall Escape yet. Play it, then tell Joshua Vazquez what you would add next.
Math Hall Escape was built by Joshua Vazquez 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 Math Hall 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 playable third-person 3D schoolhouse maze game titled "Math Hall Escape" using only primitive geometry and procedural materials, with no external art assets. The player explores an indoor school map made from a fixed grid of square cells: pale cream walls, a warm pale-yellow floor, blue trim bands around the walls at about waist height, soft bright school lighting, shadows, and light blue atmospheric fog. Use a maze-like layout of corridors and classroom-sized areas, with a player spawn near one end, a teacher spawn near the opposite end, and a clearly marked exit at the far end. Build walls as solid rectangular blocks about 3.2 units high and implement collision so both player and teacher cannot pass through them. The controllable avatar is a small simple humanoid assembled from primitive meshes: blue shirt/body, dark navy pants, peach spherical head, tiny dark eyes, and two legs. Use a smooth third-person follow camera positioned behind and above the player, looking toward the player, with orbit/look control and mild movement bob. The camera should avoid clipping into walls. The player moves relative to camera yaw using WASD or arrow keys on desktop; mouse movement while pointer-locked rotates the view, with pitch clamped so the camera remains above the floor. Also support mobile controls: a large translucent circular virtual joystick at bottom-left, drag-look on the game view, and a large yellow circular SPRINT button at bottom-right. The goal is to collect exactly 7 notebooks distributed around classroom areas of the maze, then reach the green EXIT door. Each notebook is a small floating, rotating rectangular book with a colored cover and white label, hovering just above the floor and bobbing subtly. Surround each notebook with simple classroom decoration: a differently colored rectangular floor patch, a dark green chalkboard, a ROOM 1 through ROOM 7 sign, and two small brown desks with dark legs. Notebooks disappear when the player comes within roughly 1.25 units. Display a brief toast message for each pickup; after the seventh, show "All notebooks! Run to the EXIT!". The exit is a bright green rectangular door with a glowing/dark EXIT sign above it. Only allow victory when all 7 notebooks have been collected and the player is within roughly 2.2 units of the exit; then show a centered dark rounded result panel reading "Escaped!", the success message "You escaped the schoolhouse!", the notebook total, and a Play Again button. Add a pursuing teacher enemy that continuously navigates toward the player from the other side of the maze. Make the teacher from primitives: green cylindrical torso, peach slightly elongated spherical head, tiny black eyes, red rectangular mouth, blue legs, and a yellow ruler held at an angle in one hand. Give the teacher simple wall-collision movement: move directly toward the player's position, sliding along open axes or making a small wiggle if blocked. The teacher bobs slightly while moving and faces the player. Start its speed around 1.65 units per second, increase its speed as notebooks are collected (each pickup adds a small amount, with the effective speed also increasing by about 0.23 per notebook), and end the game as a loss if it comes within about 1.15 units. Show a centered dark result panel reading "Caught!", the message "Caught! The teacher found you.", the current notebook total, and a Play Again button. Implement stamina and sprinting. Normal movement is about 4.1 units/second; holding Left/Right Shift on desktop or pressing the mobile SPRINT button increases movement to about 6.2 units/second. Sprinting drains stamina from 100%, while not sprinting regenerates it; prevent sprinting when stamina is nearly empty. Use a clean HUD over the 3D scene with three dark, rounded pill-shaped counters across the top: a notebook icon/label and "Notebooks 0/7", a yellow lightning icon and "Stamina 100%", and "Teacher [distance]m" showing the rounded distance to the teacher. At the bottom, show a wide blue instruction strip with a dark rounded message box saying "Find the notebooks. Stay away from the teacher." On game start, hide the instruction/start overlay, request pointer lock on desktop, and show the same instruction as a temporary toast. Include a start prompt/button before play, allow Enter to start, and allow restarting after either outcome. Keep the visual style simple, colorful, low-poly/procedural, with strong rounded HUD panels and schoolhouse arcade-chase presentation. Do not add weapons, combat, scoring, lives, or mechanics not described here.