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Arcade › Museum AfterHours
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Museum AfterHours was built by Brian Porter III 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 Museum AfterHours 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 first-person 3D survival-horror game titled “Museum AfterHours” (the on-page title may read “Night at the Museum: After Hours”). Set it in a dark, low-poly museum after closing, built around a small security room opening onto a long museum corridor. Use a near-black blue/navy palette, heavy dark fog, simple geometric props, and a minimalist sci-fi security HUD. The playable world should be a large rectangular museum: dark floor, blue-gray perimeter and interior walls, a security-room hub near the front, a corridor beyond it, and four raised square exhibit platforms with short cylindrical display stands positioned around the museum. Place the security-room door across the corridor opening; it is a large blue-gray rectangular door that can visibly slide down into a blocking position or move below the floor when open. Add four low-resolution CCTV feeds as live render-texture screens in a 2-by-2 grid on the back wall of the security room, each with a dark frame and small label area. The player starts inside the security room, moves in a small bounded rectangle with WASD, and looks with mouse/pointer lock. Show a centered simple “+” crosshair. When camera mode is active, replace the first-person view with one of four fixed elevated CCTV viewpoints aimed at different museum areas; number keys 1–4 select the active camera. The HUD must remain visible and use dark translucent rounded rectangular pills with thin blue borders, laid across the upper-left/top area. Display “Night: 1”, “Time: 12:00 AM”, “Power: 100%”, and “Mode: SECURITY” (or “CAM 1” through “CAM 4” in camera mode). Keep a lower-left/bottom help panel reading approximately “C Cameras | 1-4 Select | M Mic | F Door | L Light | R Restart” and a tip that on Night 2+ the statue moves when you are not watching it. Place stacked temporary alert banners under the top HUD, with color-coded borders: yellow for movement/cameras/light, orange for threats leaving exhibits, red for nearby danger, gray/blackout for power failure, green for winning, and red for losing. The core objective is to survive from 12:00 AM until 6:00 AM. Time should advance over roughly 165 seconds on Night 1, 175 seconds on Night 2, and 190 seconds on Night 3. Start power at 100 and drain it continuously; base drain is approximately 0.58/0.62/0.68 per second by night, with additional drain while camera mode is active (0.85/0.92/1.00), while the hallway light is on (1.05/1.12/1.20), and a small extra Night 3 artifact drain. At 15% show a critical-power BLACKOUT warning. At zero, set power to 0, turn camera and hallway light systems off, make CCTV screens black/offline, disable the microphone, and increase the visual darkness/fog. The L key toggles a bright white spotlight aimed down the hall and causes the extra light drain. Include three threats with simple low-poly silhouettes. The Dinosaur is present from Night 1: construct it from blocky green meshes (large rectangular body, smaller head, and long tail), initially standing on the Dino exhibit at the far left/back. It patrols between six fixed museum points around the exhibits and corridor at about 2.10 speed on Night 1, increasing to 2.35 and 2.55. It begins roaming after a short delay or when lured. The M key plays a short microphone announcement/hiss, creates a yellow alert such as “Mic: This is a security test…”, and lures the dinosaur: in camera mode, target an area near the selected CCTV camera; otherwise select a random patrol point. It can also cause an orange “Dinosaur moved from exhibit” alert. If the dinosaur reaches within about 2 units of the security door while the door is open, immediately lose; the door can be toggled with F, with audible confirmation tones. The Living Statue activates only from Night 2 onward. Model it as a stylized gray stone figure made from a short cylinder base, rectangular body, and spherical head, initially on a distant exhibit. It wakes after roughly 16 seconds and then moves toward the security-room door only when it is not being watched. Define watched as being in front of and near the center of either the player’s first-person camera or the selected CCTV camera; while watched it freezes in place (with only tiny idle/breathing motion) and resets its seen timer. If it is not seen for a short interval, move it toward the door at about 1.60 speed on Night 2 or 1.95 on Night 3. Give orange out-of-position alerts and red “Stone footsteps nearby…” warnings when close. It also causes a loss if it reaches the open door. The Mysterious Artifact exists only on Night 3. Make it a floating glowing cyan low-poly octahedral core surrounded by a cyan torus ring. It starts visible on an exhibit, rotates continuously, and teleports every 13 seconds to a randomly selected one of the four exhibit pads. Each shift creates an orange “Artifact shifted exhibits” alert and adds pressure to power management. If it is within roughly 8 units of the door/restricted zone, repeatedly show red “Anomaly near restricted zone” alerts. It is a warning/pressure threat rather than a direct door-loss condition. Use progression saved locally: begin at Night 1, winning at 6:00 AM advances to Night 2, then Night 3, capped at Night 3. On loss show a centered dark translucent message like “You were caught (Dinosaur/Statue)” and “Press R to restart.” On victory show “6:00 AM — You survived,” indicate the next night, and tell the player to press R. R restarts while retaining the current unlocked night. Add sparse electronic warning stingers, microphone hiss/click, and door-toggle sounds using a simple synthesized audio system, with no voice acting. Make the presentation atmospheric and sparse: the screenshot-like initial view should be dominated by black/navy darkness, the top status cards and bottom instruction panel, with the small gray crosshair centered; museum geometry and threats become visible through the first-person view, CCTV feeds, or the hallway light.