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Arcade › Midnight Escape
Click the game above and it runs right here in your browser. No download, no installer, no account needed. angela girl built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Midnight Escape yet. Play it, then tell angela girl what you would add next.
Midnight Escape was built by angela girl 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 Midnight 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 browser-based 3D third-person exploration game titled “Midnight Escape.” The player enters a compact, dark mansion wing at night and must collect three glowing memory fragments, unlock progressively gated rooms, then escape through the front iron gate. Use a moody low-poly / stylized 3D presentation. The scene is a square mansion interior courtyard or wing, approximately 28 by 28 world units, enclosed by dark blue-gray walls with heavy fog and a navy background. Use a third-person perspective camera following the player at roughly 4.5 units distance, with a moderate perspective field of view. The floor is nearly black blue-gray. Add muted purple trim, pillars, rugs, cool moonlight, warm amber lanterns, and blue-violet emissive clue lighting. The overall visual tone should be gothic, mysterious, and nocturnal, with soft shadows and atmospheric lighting. Build the mansion layout as connected spaces rather than one empty room: a central hall, a back-left library, a back-right study, and a front-right conservatory. The outer walls enclose the area, with an opening in the front/south wall for the exit gate. The library has a dark red-purple rug; the study has a deep blue rug; the conservatory has a muted green rug. Include wall sections, door frames, lintels, exterior pillars, and a ceiling beam to establish the mansion architecture. Place a decorative old chest toward the front-left area. Add five small glowing lantern bulbs around the perimeter in warm amber. The player is a stylized humanoid character loaded as a third-person character model, initially standing near the front of the mansion at approximately (0, 0, 8), facing inward. Include a second humanoid character named Lis, the betrayer, waiting in the conservatory/front-right area around (7.5, 0, 5.8), also facing toward the mansion/front gate. Both should use simple idle character animation and cast shadows. The player moves through the environment using the game’s third-person movement controls (keyboard/gamepad or equivalent controls supported by the creator), with camera follow/orbit and jumping if supported by the control system. Movement speed should feel deliberate, around 3.5 units per second. Place exactly three collectible memory fragments, each represented by a floating faceted pale blue-violet glowing orb surrounded by a thin horizontal ring. They slowly bob up and down and rotate. The first is in the library at approximately (-8, 0.8, -7), titled “The Letter,” with the message: “Meet me at the gate. Come alone.” The signature is yours — but the handwriting is not. The second is in the study at approximately (7, 0.8, -6), titled “The Spare Key,” with the message: A brass key wrapped in black thread. On the tag: “For the person who knows the west door.” The third is in the conservatory at approximately (6.8, 0.8, 7.2), titled “The Photograph,” with the message: You and your betrayer, smiling beside this mansion. The back is dated tomorrow. Automatically collect a fragment when the player approaches within about 1.45 units; hide it, increment the clue counter, and show its title and text in the bottom hint bar. There is no combat and no enemy attack system. Use two locked door panels to control progression. Put the Study door at the south opening of the study around (4, -4.8), requiring one clue. Put the Conservatory door around (4, 2.6), requiring two clues. Each is a dark rectangular door with a small brass lock and horizontal trim/bar. When approached while locked, display “Study is locked. Find 1 more clue to open it.” or the equivalent number and room name. As soon as the required clue count is reached, automatically unlock the door, play a door-opening sound, show that the way is clear, and animate the panel upward until it is raised out of the way. The library is accessible without a locked door; the Study opens after the first fragment and the Conservatory after the second. At the front/south boundary, create a large dark iron gate made from two thick rectangular panels with a narrow center gap, plus a glowing blue-violet exit sigil above or near it. The gate is initially closed. When all three fragments are collected, update the hint to: “The gate lock clicks open. Reach the front gate — and face the person waiting there.” When the player comes within about 2.4 units of the gate, open the two panels outward horizontally with a smooth animation and intensify the exit sigil glow. If the player crosses past the gate (roughly z > 11.7) with all three clues, trigger the ending. If they reach it early, keep it shut and show: “The iron gate is locked. Three memories are missing.” If all clues are collected and the player is near Lis, show: “Lis is waiting by the gate. You know what she did.” Create a fixed HUD over the 3D view. In the upper-left show “MIDNIGHT ESCAPE” in uppercase serif lettering with letter spacing and a subtle shadow. In the upper-right show “Clues: 0 / 3” in a small dark translucent rounded rectangle with a pale border, updating through 1 / 3, 2 / 3, and 3 / 3. At the bottom center show a wide dark translucent rounded hint/message box with a subtle pale-blue border. Use an almost-black navy page background and pale blue-white text. Before gameplay, show a full-screen dark radial-gradient intro overlay with a centered rounded rectangular panel. The panel has a thin pale lavender border, dark translucent background, and shadow. Display the large centered uppercase title “MIDNIGHT ESCAPE,” followed by: “The mansion sealed itself at 12:07. Someone you trusted knew the way in — and made sure you would not find the way out.” Then: “Explore, uncover three clues, and face the truth.” Include a rounded pale lavender button labeled “Enter the mansion.” Clicking it hides the intro and starts player controls. The initial gameplay hint should read: “Find the three memory fragments. Then reach the front gate.” When the player escapes successfully, stop gameplay and show a full-screen ending overlay in the same style. Title: “The gate opens.” Text: “Lis steps into the moonlight. ‘You were never supposed to remember,’ she says. The lock breaks — but now you know who betrayed you.” Include a “Play again” button that reloads/restarts the game. Also support the early gate failure state with title “The gate refuses” and text: “You found the gate, but the lock still remembers what you forgot. Search the mansion for all three clues.” The game state should track started, clue count, collected clues, door states, game over, and betrayal revealed. Use smooth shadows, fog, emissive materials, and a restrained dark palette of navy, charcoal, purple, gold/brass, warm amber, and pale blue-violet.