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Maze Sprint

  • 3d
  • maze
  • arcade
  • third-person
  • timed
  • parkour
0
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5 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. curtis miller built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Maze Sprint yet. Play it, then tell curtis miller what you would add next.

Make your own game

Maze Sprint was built by curtis miller 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 Maze Sprint 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 Maze Sprint

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 browser-based 3D third-person maze-running game titled "Maze Sprint". Use a Three.js-style perspective camera with a human runner avatar viewed from behind and slightly above, following the player through a compact grid maze. The world should have a muted sage-green sky/background with atmospheric fog, soft hemisphere lighting, and warm low-angle sunlight with shadows. Build the maze from repeated brown brick wall-block assets and square floor-tile assets: every grid cell gets a floor tile, while cells marked 1 get a raised wall block. Use this exact 17-column by 17-row maze layout, where 1 is a wall, 0 is open, S is the start, and E is the exit:
11111111111111111
100000100000000E1
10111010111111101
10101010000000101
10101011111110101
10100000100010101
10111110101010101
10000010101010001
11111010101111111
10001000100000001
10101111111111001
10100000000001011
10111101111101001
10000101000101101
11110101010100001
1S000100000111101
11111111111111111
Center the maze in the world, with cells about 2.2 world units wide. Place the athletic human BaseCharacter runner at the S cell and a prominent marked exit sign at the E cell, facing into/near the exit corridor. Add exactly three small low barriers that can be vaulted, at maze cells (column 5,row 15), (column 7,row 9), and (column 14,row 10), with the first and third rotated 90 degrees and the middle one unrotated. Use the visible Quaternius-style assets when available: BaseCharacter for the runner, Block_Brick for walls, Floor_Tiles for floors, Sign for the exit, and Barrier_Single for obstacles. Give meshes soft shadows and rough, stylized materials.

Gameplay: the player navigates from the entrance to the marked exit before a 150-second countdown reaches zero. The timer does not begin decrementing until the first movement/control key is pressed or the canvas is clicked, so the player gets a fair start. Reaching within roughly 0.9 world units of the exit cell wins immediately; show a result panel stating "You escaped" and copy explaining that the marked exit was found before the timer expired. If the timer reaches zero first, lose with "Time ran out" and explanatory retry text. Include a restart button that returns the player to S, restores 150 seconds and full stamina, resets the camera and hides the result panel.

Controls and movement must match: WASD or arrow keys move relative to the camera yaw; movement is collision-tested against maze walls and the three barriers, with a player radius around 0.38 so the runner cannot pass through walls. The player walks at about 3.0 units/second. Holding Shift while moving sprints at about 5.25 units/second, drains stamina at about 24 points/second, and sprinting stops when stamina is nearly empty; stamina recovers at about 15 points/second when not sprinting. Press Space to vault a nearby barrier in front of the player: the vault lasts about 0.58 seconds, lifts the player in a smooth arc up to about 0.55 units, costs 12 stamina, and has about a 0.9-second cooldown. Play idle, walk, run, and jump/vault character animations as appropriate, and use occasional alternating footstep sounds whose cadence is faster while sprinting. The runner should face its movement direction.

Camera behavior: use mouse steering only after the player clicks the canvas and pointer lock is captured. Horizontal mouse movement changes camera yaw and vertical movement changes pitch, clamped to a modest third-person range. Smoothly follow from approximately 5.2 units behind and 2.05 units above the player, looking toward the player’s upper body. Before pointer lock, show an unobtrusive center instruction panel; clicking starts the run and captures the mouse. The initial on-screen instruction should clearly say: "Click to capture mouse", "WASD / arrows move · Mouse steers · Shift sprint", and "· Space vault".

HUD: create a minimal translucent dark overlay across the top with three panels. On the left show label "TIME" and a large countdown initially "02:30" (format as minutes and seconds). In the middle show label "STAMINA" and a horizontal bar, initially full, with a yellow-to-green fill that shrinks as stamina drains. On the right show label "STATUS" and the current state. Before starting say "Click to start"; during ordinary play say "Find the exit"; while vaulting say "Vaulting"; when stamina is below about 18 say "Recover stamina"; after winning say "Escaped"; after losing say "Lost". When the player is within about 7.5 units of the exit, display a small additional objective marker reading "EXIT NEAR"; hide it after the game ends. Keep the UI clean, bold, white text, dark translucent panels, and make the 3D maze remain the visual focus. Do not add enemies, weapons, collectibles, extra levels, minimaps, or mechanics beyond this timed maze sprint and vaulting obstacles.

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