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Arcade › Midnight Ward
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Create a playable Three.js first-person horror exploration game titled “Midnight Ward.” The player wakes inside a compact, procedurally built dead hospital wing presented in a cold blue-black palette: dark tiled floor, blue-gray block walls, low ceiling, heavy exponential fog, sparse hospital gurneys, and ceiling fixtures with weak cool-blue point lights that occasionally flicker. Use a centered first-person camera at about eye height with mouse-look and pointer lock. The flashlight is mounted to the camera, producing a strong white cone through the fog; it has a subtle rapid flicker and can be toggled off, but darkness drains sanity much faster. Add a dark, original drum-headed humanoid monster called the Sahur Demon: a tall rectangular black body, cylindrical drum head with a dark face plate, two glowing red eyes, long arms, and two mallets with reddish heads. It wanders through the open corridors at first, selecting random open map cells as targets. It switches to hunting when it sees the player through unobstructed corridors, when it gets within 7 meters, or once at least two fuse cores have been collected. During a hunt it moves faster, becomes more aggressive for each fuse collected, produces periodic low drum beats and danger tones, and drains sanity more quickly. When it first spots the player, trigger a brief 0.9-second jump-scare: place the monster directly ahead, make it lunge closer and enlarge, animate its arms/mallets and drum head, shake the camera, and play three rapid drum hits. If it reaches within 1.5 meters, the player loses immediately. Sanity starts at 100 and continuously drains slowly; turning the flashlight off, being near the monster, or having the monster in hunt mode increases the drain. At zero sanity, show the loss state. Build the level from this fixed grid-style hospital maze with 4-unit cells, solid wall cells, and collision: ############### / #S..#.....#...# / #.#.#.###.#.#.# / #.#...#...#.#.# / #.###.#.###.#.# / #...#.#.....#.# / ###.#.#####.#.# / #...#...F.#...# / #.#####.#.###.# / #.#F....#...#.# / #.#.######.#..# / #...#....F.#E## / ###############. S is the player start, F marks three glowing cyan floating fuse cubes, and E marks a red exit door. The three fuse cubes rotate and bob; when the player is within roughly 1.7 meters, display a prompt to press E, and E collects one. Start with objective “Restore power.” Each collection updates a fuse counter and gives a pickup chime. After all 3 are collected, change the objective to “Reach the exit,” brighten the exit door’s red emissive glow, and tell the player power has returned. At the exit, pressing E wins only after all fuses are collected; otherwise explain that the exit is dead and power must be restored. On win, show an overlay saying “You made it out” and explain that the exit opened and the ward fell silent. On death, show an overlay such as “You were claimed,” give the reason, and allow restart with R. R resets the full run. The start overlay should read “The lights are out,” explain that there are three fuse cores, one exit, and one thing moving in the dark, and include an “Enter the Ward” button. Starting the game should initialize audio and lock the pointer. Esc releases pointer lock; clicking the canvas can lock it again. Controls: W/A/S/D move, mouse look, Shift sprint, F toggle flashlight, E interact/collect/use exit, R restart. Use collision against wall boxes for both player and monster. Add a minimal HUD with translucent blurred dark panels: top badges showing “Fuses 0/3,” “Sanity 100%,” and live monster distance in meters; a centered status message; bottom badges showing the current objective and “Flashlight ON/OFF”; and a controls hint. Add a dark vignette, intensifying toward red/black when sanity is below 40, and red danger styling on HUD panels when the monster is close (under 8m) or sanity is below 25. Use Tone.js for a low ambient drone, pickup chime, danger pulse, and deep membrane drum sounds. Keep the overall visual presentation atmospheric, sparse, foggy, and oppressive rather than gory, with red emergency exit lighting contrasting against the blue flashlight and hospital illumination.