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Arcade › Night Hall

Night Hall

  • 3d
  • first-person
  • horror
  • maze
  • survival
  • escape
0
Remix it Discord

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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. micahwb27 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Night Hall yet. Play it, then tell micahwb27 what you would add next.

Make your own game

Night Hall was built by micahwb27 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.

Read the build brief for Night Hall

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 titled “Night Hall.” The player begins inside a large, enclosed dark blue-black labyrinth made from a fixed grid of narrow corridors and solid square walls. Use a first-person perspective with a centered white crosshair, camera height around human eye level, collision against walls, and no visible player body. The environment should have cinematic fog, bloom, cold blue ambient lighting, patterned wet-looking floor tiles, textured dark walls and ceiling, sparse blue-white ceiling lamps, warm flickering wall torches, floating dust particles, and strong flashlight-driven visibility. The flashlight should follow the player/camera, illuminate a forward cone, flicker slightly, and gradually lose power as the battery drains; normal movement drains battery slowly and running drains it faster, with the battery never dropping below a low minimum. Keep the maze layout fixed and include a starting area, three collectible locations, and an exit location.

Core objective and rules: start a timed run, explore the maze, collect exactly three glowing cyan sigils, then return to the exit door and press Use/E while close to escape. The sigils should be unmistakable: each is a hovering cyan octahedral crystal above a rotating glowing cyan floor ring, with cyan point light, gentle vertical bobbing, rotation, bloom, and a small particle burst when collected. Hide each sigil when collected and update the HUD counter from 0/3 to 3/3. The exit should be a dark door/frame with a pulsing floor marker and light: red/pink while locked, changing to green/cyan-green once all three sigils are collected. Only allow interaction and victory when the player is near the unlocked exit. On winning, stop the run, save the fastest escape time locally in the browser, and show a centered result overlay with the escape time and best time. If the creature catches the player, stop the run and show a failure overlay stating how many sigils were found, with a way to retry.

Include one roaming enemy creature that starts elsewhere in the maze and continuously chases the player through the corridors with wall collision. It should be a creepy black, hooded/shrouded humanoid form: a dark tapered cylinder-like body, dark head, two small glowing red eyes, and a subtle red point-light aura. Make it visible only when it is sufficiently close through the darkness. Its movement should accelerate or become more threatening when it gets near the player; if it reaches roughly 1.2 world units, the player loses. Increase danger atmosphere as it approaches with a subtle red cast/danger flash, darker red background tint, and stronger bloom. Do not add weapons, combat, health, inventory, ranged attacks, multiple enemies, procedural generation, or extra objectives.

Controls: desktop WASD should move forward/back and turn left/right as implemented (W/S movement, A/D and arrow keys turning), Shift should run, and E should use the exit. Enter or Space should start a run. Provide touch/mobile controls: a visible lower-left directional pad with up/down and left/right turn arrows plus a lower-left strafe-left button, and lower-right large Run and Use buttons, with Start and Reset buttons beneath them. Make pointer/touch controls hold-to-move and hold-to-run, and make Use activate on press. The layout must work on mobile and desktop without obscuring the central view.

HUD/UI: use a dark translucent rounded-panel interface over the 3D scene. At the upper left show three compact stats labeled SIGILS, BATTERY, and BEST; values begin at 0/3, 100, and --, and the best value is shown as seconds when available. At the upper right/alongside it show a rounded instruction panel reading essentially: “Find 3 glowing sigils, then reach the exit door before the thing in the hall finds you. Desktop: WASD move, arrows turn, Shift run, E use. Mobile: pad + Run + Use.” Keep a centered crosshair visible during play. The opening overlay should dim the scene and show the large “Night Hall” title, a description about the 3D horror maze, flickering flashlight, locked exit, glowing/whispering sigils, and one creature, with Enter hall and Restart buttons. Use a near-black blue-gray interface, subtle translucent borders and blur, white typography, cyan as the collectible/accent color, warm orange for Run, muted light/white for Use, and green for the unlocked exit. Ensure the game is immediately understandable as a tense timed exploration-and-escape game, and match the reference presentation: mostly black screen around a dim blue-lit rectangular corridor view, HUD in the upper left, and large touch controls along the bottom.

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