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Nine Masks

  • 3d
  • first-person
  • horror
  • stealth
  • escape
  • survival
  • arcade
0
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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. kim pinch built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Nine Masks yet. Play it, then tell kim pinch what you would add next.

Make your own game

Nine Masks was built by kim pinch 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 Nine Masks 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 Nine Masks

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 3D first-person horror escape game titled "Nine Masks: Backstage Escape". Set it in an original abandoned concert venue with no real band names, logos, or songs: a grimy, nearly black backstage maze and main hall leading to a dark main stage, lit by sparse red emergency lights, glowing red collectibles, a flashlight beam, and faint cool ambient light. Use a tense masked-metal-band atmosphere with dark structural walls and floors, metal catwalk/rails above the stage, a stage riser, speaker stacks, rust barrels, doors, lockers, and a large black stage banner decorated only with nine red diagonal slash marks. Use dark brown/charcoal materials, red emissive accents, fog, shadows, and a first-person camera with a visible small crosshair and flashlight cone. Load/use simple low-poly or stylized 3D models for wide doors, a cyberpunk-like exit door, a key, barrels, speakers, emergency lights, and three roaming masked performer/zombie-like humanoids; do not add extra story systems or weapons.

Core objective and progression: the player begins in the backstage area around the south/east side of the venue and has 6 minutes (06:00 countdown) and 3 lives. Explore corridors, dressing/storage rooms, the main hall, and stage to collect exactly nine hidden red glowing torus/ring tokens. Tokens are placed around the venue, including backstage corners, corridors, the stage/front area, and the main hall; collecting one automatically increments the HUD counter from 0/9 to 9/9. Find and interact with the spinning backstage key in the backstage area. There are three wide doors: a dressing-room door near the west backstage section, a locked storage door that requires the backstage key, and a stage door. Find the power generator/switch in the far backstage corner and press E/use to restore power, changing POWER from OFF to ON. An optional feedback audio switch in the main hall triggers a loud five-and-a-half-second distraction from the stage speakers: it raises the sound/noise state and causes nearby performers to investigate the switch location. Finally reach the stage exit at the north/front of the stage and interact with it. The exit opens only when power is on and all nine tokens are collected; otherwise show contextual messages such as "Stage exit has no power" or "Nine tokens required to open the mask lock." Winning shows a full-screen dark overlay with the red title "ESCAPED" and text explaining that power was restored and the player got out before the final encore. Running out of lives shows "CAUGHT" and a loss message; reaching zero on the 6-minute timer also ends the game with the house-lights/exits-sealed loss message.

Enemy behavior: place exactly three roaming masked performers. One patrols a route around the stage and main hall, one patrols the west/backstage corridor, and one patrols the east/main-hall corridor. They visibly walk using available walk/run/idle animations. They detect the player by line of sight within roughly 10 world units when facing the player and by sound within roughly 5 units normally, with the detection radius increasing greatly when the player sprints or otherwise makes more noise. On detection they chase at running speed; if the feedback switch is active and the performer does not see the player, it becomes distracted and runs toward the audio switch location. If a performer reaches the player, subtract one life, briefly place the player back at the starting position, and give a short catch cooldown; at zero lives end the game. Performers should be blocked by the venue walls/props and use simple patrol/chase movement rather than complex pathfinding.

Player controls and feel: desktop uses WASD or arrow keys to move, mouse look after clicking the canvas to lock the pointer, Shift to sprint, Ctrl or C to crouch, F to toggle the flashlight, E to interact, and R to reload/restart. Walking makes moderate noise, sprinting is fast and loud, crouching is slower, lowers the camera, and is quiet; standing speed is moderate. Play concrete footstep sounds while moving and use a very quiet low ominous ambient drone. Show a horizontal sound meter at the bottom-left that fills from dark gray through red/white according to player noise. Support mobile with a virtual circular joystick on the lower left and four lower-right buttons labeled SPRINT, CROUCH, FLASH, and USE; crouch toggles on mobile. Interactions should be proximity-based with a centered bottom prompt, including door open/close, key pickup, generator, audio distraction, locker hiding, and exit messages. Lockers in the west dressing area can be used to hide: interacting moves the player into the locker position and resets the noise to zero, but there is no separate hiding animation or invulnerability mechanic.

HUD/UI: use a stark industrial horror interface in a condensed techno font. At the top show four bordered translucent dark-red panels labeled TOKENS with 0/9, LIVES with 3, TIME with 06:00, and POWER with OFF. Keep the crosshair centered, interaction prompt near the lower center, and sound meter lower left. Before play, show an instructional panel reading approximately: "Nine Masks: Backstage Escape" and "Click to lock mouse. WASD move · Mouse look · Shift sprint · Ctrl/C crouch · F flashlight · E interact · R restart", with a prominent red "Enter Venue" button. On mobile show the touch controls. Use a restart button on the end screen. The camera should be a dark, close first-person view with fog and red glows, not third-person; the main stage, catwalk, rails, stage riser, emergency fixtures, speakers, barrels, lockers, and enclosed collision walls should all be visible when illuminated by the flashlight.

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