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Arcade › Night Hall
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Casey Caraway built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Night Hall yet. Play it, then tell Casey Caraway what you would add next.
Night Hall was built by Casey Caraway 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 Hall 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-playable first-person 3D horror maze game titled “Night Hall.” Use Three.js or an equivalent WebGL engine with a full-screen canvas, pointer-lock mouse look, and a dark atmospheric presentation. The player begins on a title overlay reading “WELCOME TO THE,” “NIGHT HALL,” and “The Creepy Couple is watching,” with “Press Enter or Click to begin” and controls text. Clicking or pressing Enter starts the game, enables audio, and locks the mouse; Esc unlocks it and clicking the canvas locks it again. Build a procedurally generated indoor maze centered around the origin. The maze should be an 11-by-11 grid of roughly 4-unit cells, with a depth-first-search maze layout and solid walls about 3 units high. Use first-person perspective from eye height around 1.7 units, a 70-degree field of view, collision against the walls, and a subtle walking/sprinting camera bob. The visual setting is a sinister circus or carnival hall: walls have vivid alternating pink/magenta and white vertical stripes, the floor is a dark purple checkerboard with scattered multicolor confetti, and a low yellow-gold ceiling trim frames the maze. Add many small colored ceiling point lights in pink, cyan, yellow, purple, and orange; make them flicker irregularly. Add hundreds of tiny colored confetti particles floating and drifting through the space. Keep strong dark vignette/fog and unsettling contrast so the cheerful circus palette feels wrong and threatening. Place the player in the entrance cell at one corner. Put a glowing cyan EXIT door/block in the opposite corner. Scatter exactly three collectible cyan glowing torus-knot ticket objects in random cells away from both the start and exit. They should spin continuously and be collected when the player approaches within about one unit. Show a minimal top-left HUD with pills for “Level 1 /10,” “Tickets 0/3,” and “Stamina 100%.” Under it show the objective, initially “Find 3 tickets. Don’t look away.” After pickups, update it to indicate progress, and after all three say “All tickets found. Find the EXIT.” The player must collect all three tickets and approach the EXIT to complete the maze. Show a centered dark completion panel titled “LEVEL COMPLETE,” with text such as “The maze shifts…” and buttons for “Next Level” and “Restart”; also include the visible level 1/10 framing in the HUD. If implementing the full advertised progression, regenerate a new shifting maze and reset three tickets for each of ten levels, but preserve the exact same core loop and HUD. Movement must support WASD and arrow keys. Normal movement is approximately 2.8 units/second, while holding either Shift key while moving increases it to approximately 4.6. Sprint drains stamina from 100 at about 30 per second, and stamina regenerates at about 18 per second whenever the player is not sprinting; display the rounded current percentage. The player cannot attack or fight back. Implement “The Creepy Couple” as two small stylized evil animal mascots: a dark gray/black wolf and a dark brown/black bunny. Each has a rounded body and head, a cone-like snout, ears, glowing hot-pink eyes, and an unsettling face. The wolf has visible small white teeth; the bunny has longer ears. For scares, place hidden proximity trigger locations throughout the maze and also run occasional timer scares while the player is moving/playing. Some ticket pickups should trigger a scare as well, but not every pickup. Enforce a cooldown of several seconds between scares. When a scare happens, briefly flash the screen white or red, show a short uppercase message such as the animal’s name, “DON’T TURN AROUND,” or “SMILE.”, shake the camera, play a low impact hit plus a pink-noise hiss, and show one or both mascots extremely close to the camera for roughly 0.38 seconds, scaling/jittering toward the viewer before vanishing. Support variants where the scare is the couple together, one wolf or bunny appearing in front, a behind/turn-around warning, or a harsh white strobe. Only proximity scares may be lethal. Most timer and ticket scares are non-lethal visual/audio shocks. On a lethal proximity encounter, stop gameplay, unlock the mouse, and show a dark death overlay reading “YOU DIED,” “Killed by Creepy Wolf” or “Creepy Bunny” (or The Creepy Couple), a large abstract badge suggesting the killer’s glowing eyes, and a “Restart” button. Keep the game’s audio minimal and eerie: initialize audio only after user interaction, play a very low sustained drone during the maze, a short low hit and hiss for jumpscares, and a small pickup tone for tickets. Use a clean sans-serif HUD with translucent purple-black rounded pills, cyan/pink/yellow accents, a dark radial vignette, and restrained horror UI. The game should feel like a colorful carnival maze rendered through deep darkness, with the cheerful striped walls and confetti contrasting against sudden close-up animal mascot scares.