Appearance
Arcade › Night Cat Maze
Click the game above and it runs right here in your browser. No download, no installer, no account needed. nathan inwoba built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Night Cat Maze yet. Play it, then tell nathan inwoba what you would add next.
Night Cat Maze was built by nathan inwoba 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 Night Cat 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 playable browser 3D game titled “Night Cat Maze,” using a clean cartoon-horror style and an elevated third-person follow camera. The player controls a small cute animated lantern ghost in a dark, foggy, fixed-grid maze. Use a 15-column by 13-row maze layout where # cells are solid walls, S is the player start near the upper-left, and G is the escape gate near the lower-right. Each cell is about 3 world units wide. Build the maze from dark blue-purple block walls roughly 2.25 units high with rounded/bubbly red-dark caps, and dark charcoal-purple walkable floor tiles on a larger nearly black ground slab. Surround the maze with black midnight fog and sparse chunky cartoon trees and bushes outside the walls. The goal is to collect exactly 8 floating fish relic pickups, then reach the escape gate. Place the eight fish at these maze cells (column,row): (3,1), (9,1), (5,3), (1,5), (11,5), (3,7), (7,9), and (11,11). Make each fish a visible rotating 3D food/fish model, hovering around half a unit above the floor, bobbing gently, with a small rotating golden-white sparkle beside it. When the player comes within about 1.25 units, hide the fish and its sparkle, increment the relic counter, and play a short pickup sound. The gate begins closed/inactive and is located at G; visually make it a rotating yarn-like escape portal consisting of a red glowing torus ring above the ground plus several dark red-black yarn rings/strands near the floor. Once all 8 relics are collected, activate the gate’s red point-light glow and stronger animation. Only then does touching the gate within about 1.4 units win the game. Use a cute animated ghost model for the player, scaled slightly above its source size, with idle and walk animations. Give it a warm point-light lantern glow that follows the player, flickers subtly, and illuminates nearby maze corridors. Start the player at S. Use a darkened cartoon cat monster model as the enemy, scaled larger than the ghost, with a red emissive eye glow. Start the cat at maze cell (7,5), animate it walking, and have it chase the player. The cat should use maze collision and move through open corridors rather than through walls. Before it is close, periodically choose a random open cell within roughly 7–9 cells of the player and pursue that target; when within 15 units, directly pursue the player. Its base speed is about 3.2 and increases by 0.28 per fish collected; add a small close-range speed boost, and increase it by another 1.15 when the gate opens. On contact within about 1.25 units, if the player is not temporarily protected, remove one of 3 hearts, trigger a short roughly 1.55-second invincibility/speed-shield period, and display a warning. During the shield the player moves about 8% faster. If hearts reach zero, stop gameplay and show a centered “Caught!” game-over panel with a retry button. Implement collision for both characters with a walk radius around 0.55 units: test the center and four corner points against wall cells, and resolve horizontal and vertical movement separately so the player and cat cannot pass through maze blocks. Player movement should be normalized WASD/arrow-key movement in world X/Z axes, with W/up moving toward negative Z, S/down toward positive Z, A/left toward negative X, and D/right toward positive X. Rotate the ghost to face its movement direction and switch between idle and walk animations. Include a mobile virtual joystick at the lower-left using pointer events; it should drive the same movement and automatically begin the game on interaction. Support a Restart button on touch devices and the R key, resetting positions, all 3 hearts, 0/8 relics, timer, closed gate, and visible pickups. Use an elevated perspective camera that follows the player smoothly from approximately (player.x, 12.5, player.z + 13.5), looking toward the ghost, with a field of view around 58 degrees. Add hemisphere moonlight and a cool directional moon beam with shadows. Add small red candle shrines throughout some open floor cells: cream candle cylinders, bright red-orange cone flames with tiny red point lights, and two small crossed bone props. Add a HUD overlay: upper-left dark translucent rounded panel showing “Relics: 0/8” (updating to the current count), “Hearts:” with filled and empty heart symbols out of 3, and elapsed time in seconds; upper-right panel showing movement and objective instructions. On the initial screen, show a centered dark translucent rounded title panel reading “Night Cat Maze,” explaining the cartoon horror maze, lantern light, stalking cat, the need to collect all 8 cursed fish relics and escape through the blood gate, with a red Play button. Starting play hides this panel and begins the timer. Show contextual messages for starting, collecting relics, taking damage, opening the gate, and game over/win. On victory, stop gameplay and show a centered panel reading “You escaped!” with survival time and a “Play Again” button. Keep the presentation atmospheric but non-gory: dark navy/black environment, cold moonlight, warm lantern, red candle and gate glows, fog, chunky low-poly/cartoon props, and soft shadows.