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Arcade › Midnight Maze
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jonibek Uroqboyev built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Midnight Maze yet. Play it, then tell Jonibek Uroqboyev what you would add next.
Midnight Maze was built by Jonibek Uroqboyev 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 Maze 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 first-person 3D horror maze game titled “Midnight Maze.” Use Three.js or an equivalent WebGL engine with a fullscreen canvas and a dark, atmospheric presentation. The player begins in a compact fixed maze at the southwest-ish interior and must reach a glowing red exit at the far eastern end before a pursuing humanoid stalker catches them. World and camera: use an FPS camera with mouse/touch drag to look around. The environment is an 11-row by 13-column grid, with cells about 2.2 world units wide. Build a floor and solid rectangular dark charcoal walls about 2.7 units high. Reproduce this exact layout, where # is a wall, . is open floor, S is the player start, and E is the exit: ############# #S....#.....# #####.#.###.# #.....#...#.# #.#####.#.#.# #.#.....#.#.# #.#.#####.#.# #.#.......#.# #.#########.# #...........E ############# The player starts at S and the red exit is at E. The floor should be nearly black and the walls subtly lighter, with rough, non-reflective materials. Add a few dark barrels as environmental props at open cells corresponding approximately to grid positions (3,1), (9,3), (2,7), (7,9), and (10,7). Use simple low-poly barrel models if available, otherwise approximate them with dark cylindrical barrels. Lighting and visual style: make it feel like a nearly unlit midnight maze. Use a very dark blue-black background and exponential fog, faint cool moon/hemisphere illumination, and a warm handheld flashlight attached to the camera/player that creates a limited pool of visibility. Add a strong black vignette around the screen, leaving the center somewhat clearer. The overall style is minimal, cinematic, oppressive, and horror-focused, with charcoal geometry and restrained red accents. The exit should be unmistakable: a flat glowing red circular marker on the floor at E, surrounded by a thin red ring, with emissive red material. Player controls and mechanics: support WASD and arrow-key movement, Shift to run, Space to jump, and mouse/touch dragging to look. Use collision against the maze walls and floor, gravity, and a jump. The player moves in first person at roughly walking speed 3.3 world units per second, with running increasing speed; jumping should feel physical. Keep the camera at human height and use a collision-aware FPS controller. Enemy: spawn one low-poly humanoid zombie/stalker near the southeastern portion of the maze, around grid cell (10,9), initially behind the player. Animate it with a running animation if possible. It steadily chases the player directly, turning to face them and moving at about 0.62 world units per second, gradually increasing up to about 1.52 over 75 seconds. It does not attack with a separate animation: when it gets within roughly 1.35 world units, the player loses. The stalker is most visible only when it enters the flashlight/fog. Increase flashlight intensity and shift the top-right red danger badge toward brighter/more opaque red as the stalker approaches. Win/loss rules: while playing, show an elapsed timer in MM:SS format. If the player comes within about 1.15 world units of the glowing exit, stop the game and show a centered win overlay titled “You escaped” with the text “Cold air. A locked gate. Then the sound of something hitting the maze wall behind you.” If the stalker comes within 1.35 units first, stop the game and show a centered loss overlay titled “It caught you” with the text “The maze went quiet. Try a different route and keep moving.” Both overlays have a prominent red “Try again” button that resets the player and enemy to their starting positions, restarts the timer, and resumes play. HUD: overlay a translucent black information panel in the upper-left with a thin pale border. It should display the uppercase, widely letter-spaced title “MIDNIGHT MAZE,” the instruction “Find the red exit before the thing behind you finds you.”, and a smaller hint line “WASD / arrows to move · Shift to run · Space to jump · drag to look”. In the upper-right, show a compact dark-red translucent badge with a subtle red border reading “TIME 00:00,” updating every second. Add a fullscreen radial vignette over the game, transparent in the center and increasingly black at the edges. Use responsive layout and ensure the game remains playable with keyboard and pointer/touch input.