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Nurse Maze

  • 3d
  • first-person
  • horror
  • maze
  • stealth
  • survival
  • arcade
0
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1 play

How to play

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

Discussion

Nobody has said anything about Nurse Maze yet. Play it, then tell Armando Hubbard what you would add next.

Make your own game

Nurse Maze was built by Armando Hubbard 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 Nurse 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.

Read the build brief for Nurse Maze

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 3D first-person horror game titled "Nurse Maze". Use a dark, stylized Three.js-like presentation with a fixed 15x15 hospital maze grid, 4 world units per cell, and an eye-level first-person camera at about 1.58 units high. The player starts in walkable cell (column 1, row 3) of this exact grid, where 1 means solid wall and 0 means walkable corridor:
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101000001010101
101011111010101
101000100000101
101110101111101
100010100010001
111010111010111
100010001010001
101111101011101
100000001000101
101111101110101
100010000000001
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Build solid pale hospital walls about 3.2 units high, blue-gray floor tiles, gray ceiling tiles over walkable cells, and dark blue-black fog/background. Add occasional flat white papers on corridor floors, red blood decals on some wall faces, and cool blue-white fluorescent ceiling panels with subtle flickering point lights. The scene should feel like a dim abandoned hospital: cool blue lighting, a player-following hall glow, and a strong pale-blue flashlight spot attached to the camera, with shadows where supported.

The main goal is to collect exactly three floating golden keys, placed in walkable cells (5,3), (7,11), and (13,1). Model each key visibly from a gold torus ring, rectangular stem, and two teeth, with a warm golden emissive material and a small gold point-light halo. Keys gently bob and rotate. Walking within about 1.15 units collects a key, hides it, increments the HUD, and displays a temporary message such as "Golden key 1 of 3 collected." Once all three are collected, unlock the exit and show "All 3 keys collected — the exit door is unlocking." 

Place a closed industrial exit door at cell (13,13), facing the corridor beyond it, with dark metal panel, side posts and top frame. It begins collision-blocked and should show a red/pink locked sign. After all keys are collected, animate the panel open by rotating it roughly 86 degrees and sliding it slightly aside. The actual victory trigger is the walkable cell (13,14), just beyond the door: when the player reaches that cell after unlocking the door, stop gameplay and show a centered escape overlay titled "You Got Out" with text explaining that every key was found and the hospital exit was unlocked, plus a "Run It Again" restart button.

Add an enemy called the anime nurse. She is a small stylized low-poly humanoid assembled from simple meshes: skin-colored head, arms and hands/feet area, black hair cap/back hair and bangs, large dark eyes, blue scrub top, darker blue scrub pants, dark shoes and a small red blood mark on the chest. Give her a faint red/pink glow. Spawn her at cell (11,11). She patrols the maze by selecting random walkable targets that are more than seven grid steps from the player start, and follows shortest four-directional grid paths. Patrol speed is about 2.2 units/second. If she has direct line of sight to the player within 18 units, or is within 7.5 units regardless of line of sight, switch her to chase mode, discard the patrol path, and pathfind toward the player's current cell. Chase speed is about 3.8 units/second. Use wall-obstructed line-of-sight checks, and let her return to patrol when she no longer sees the player and is more than 12 units away. Make her bob subtly while walking, turn toward her path, and use a more urgent bob/pace during the chase. If she comes within 1.45 units, trigger game over: stop movement, exit pointer lock, show a red-tinted flashing/panic overlay titled "GAME OVER" with "Jumpscare" and text that the nurse found the player, plus a "Try Again" button. During detection, show a temporary center message "The nurse spotted you — run." and, where browser speech is available, speak a low/slow "I see you"; game over may also use the same speech. Increase the creepy music mix during a chase.

Controls: desktop uses WASD or arrow keys for movement, mouse-look through pointer lock, and Shift to run (normal speed about 4.8, running about 7.2). Support Space/Numpad0 jump if the runtime controls provide it, with gravity and a jump speed around 7.8, although this is primarily a flat maze. Use collision resolution with a player radius around 0.34 so the player cannot pass through wall blocks or the closed door. Support touch/mobile controls through the creator/runtime when available: a virtual joystick for movement, drag look, and a jump button. Show a small white crosshair at screen center on desktop, hidden on narrow mobile screens. Do not require combat, weapons, health, ammo, or an inventory beyond the three-key count.

Implement a start overlay before play with a dark translucent/red-blue radial background and centered glassy card: eyebrow "FIRST PERSON HORROR", title "Nurse Maze", bold subtitle "Don't Let The Anime Nurse Find You.", instructions that three golden keys must be found in the old hospital maze and the nurse patrols and sprints when she spots the player, desktop control instructions, mobile control note, an "Enter the Maze" button, and a Music On toggle. Starting hides the overlay, starts the game and creepy looping background music, attempts pointer lock, and displays "Find every golden key. The nurse is already in the maze." The music toggle must work both on the intro and in-game, changing between "Music On" and "Music Off"; use subdued looping horror music if available and safely handle autoplay restrictions.

During play, provide a fixed HUD overlay. At top left, a translucent dark rounded panel says: "Nurse Maze" and "Don't let the anime nurse find you. Search the maze, grab all 3 golden keys, and unlock the exit." At top right, show "Keys: 0 / 3" (updating through 3/3 and then "— Exit Unlocked"), three circular key indicators that fill with glowing gold as keys are collected, and the music button. Put temporary status messages in a centered bottom translucent panel. Use dark navy/black UI, pale blue accents, glowing gold key indicators, white text, rounded glass panels, and red/pink danger styling for defeat. Ensure the game has clear playable win/loss/restart states and preserve the claustrophobic first-person flashlight-and-fog atmosphere throughout.

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