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Playtime Panic

  • 3d
  • first-person
  • horror
  • factory
  • survival
  • action
  • mobile-friendly
0
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About Playtime Panic

its by ai

How to play

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

Discussion

Nobody has said anything about Playtime Panic yet. Play it, then tell kittyDEV what you would add next.

Make your own game

Playtime Panic was built by kittyDEV 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 Playtime Panic 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 Playtime Panic

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 first-person 3D toy-factory horror game titled “Playtime Panic,” with the author blurb “its by ai.” The player starts at the southern end of one enclosed industrial factory room and must collect 3 glowing yellow batteries, power 2 colored sockets with the correct extendable hand, then reach the locked exit gate at the north end. The exit only unlocks after all three batteries are collected and both sockets are powered; when unlocked, the two gray metal door panels slide outward and the player wins by approaching the gate.

Use a dark, moody, low-poly Three.js-style presentation: nearly black navy background and fog, dim blue-gray factory floor and walls, strong shadows, sparse cool ambient lighting, and colored point lights. Build a rectangular room approximately 22 units wide by 30 units deep, with a floor, ceiling, enclosing walls, a central barrier, side machine barriers, stacked crates, yellow hazard stripes, neon tubes, industrial machines, conveyors, and conveyor fences. Place the player at approximately (0, 0, 11), facing into the room. Put the exit centered on the north wall around z=-14, with a gray rectangular frame and two closed gray metal sliding doors. Include blue and red glows around the socket areas.

The player is a simple first-person camera at about 1.7 units high with a centered white crosshair. Movement is relative to camera direction: desktop WASD or arrow keys, mouse look using pointer lock, and Shift to sprint at roughly 1.65x normal speed. Support mobile with a large virtual joystick at bottom left, drag-to-look on the right side of the screen, blue L and red R hand buttons, and a gold sprint button. Prevent movement through the room walls, center barrier, machine blocks, crate stacks, and crates.

Show a top HUD with “Batteries 0/3 · Nodes 0/2 · Health 100” and a control hint panel reading approximately “Move: WASD / joystick · Look: mouse / drag right side · Q/E or L/R hands · Shift sprint.” Show centered temporary message panels for objectives and events. Begin with a full-screen dark start overlay titled “Playtime Panic,” a short description of an original toy-factory horror slice, a hint about using blue and red hands to hit distant sockets and stun monsters, and an “Enter the factory” button. After defeat, show the overlay again with a restart option; after victory, show it with a play-again option.

Create three floating/bobbing, rotating yellow battery pickups shaped like short horizontal gold cylinders with metallic caps and a small warm glow. Place them around (-8.4, 10.2), (8.2, -10.4), and (0.2, 8.7). Automatically collect one when the player comes within roughly 1.15 units, hide it, increment the battery counter, and display a message such as “Battery 1/3 collected.”

Create two wall-mounted power nodes made from dark panels with glowing cores: a blue socket around (-8.8, -6.5), requiring the blue/left hand, and a red socket around (8.8, 5.6), requiring the red/right hand. The blue hand is fired with Q or the mobile L button; the red hand with E or the mobile R button. When aimed at the correct unpowered socket within about 13 units and a narrow crosshair alignment, fire an extendable colored cable and palm/hand from the first-person grab-pack toward the socket, activate it, brighten its glow, increment Nodes, and show “Blue socket powered” or “Red socket powered.” The left and right hand launchers should visibly sit near the bottom of the camera view on a small yellow-and-dark grab pack, with blue and red nozzles. Shots should animate out and retract over about one third of a second. A missed shot should still visibly extend toward its maximum range.

Add three roaming enemy monsters using cute low-poly animated monster models when available: a red demon-like creature named “Red Maw” starting near (-7.6,-1.2), a pale ghost named “Whisper Wisp” starting near (7.2,2.2), and a tall alien named “Longlegs Unit” starting near (0,-9.5). Give each a patrol route around its side of the factory and make each chase the player when within roughly 8–9.5 units. They should have idle, walk, hit-receive/stunned, and bite-front animations where available. If an external model fails, use a colorful simple fallback monster with a body, head, glowing eyes, and shadows. Contact within about 1.1 units damages the player for 24 health, with a roughly 0.9-second damage cooldown, red warning light, and a message “A monster got you — run!” When health reaches zero, stop gameplay and display “You were caught. Tap Enter the factory to try again.”

The same blue or red hand shot can stun any monster if it is aligned within about 10 units. On a hit, extend the hand to the monster, make it flash/rotate or play its hit animation, stop its movement for about 4.5 seconds, and show “[monster name] stunned.” Monsters resume patrol or chasing after the stun expires. They should otherwise continuously patrol between their assigned waypoints, changing direction toward the player during a chase.

Use smooth door opening once both sockets and all batteries are complete, then show “Exit unlocked — get to the gate!” The player wins when within about 1.7 units of the north exit, showing “You escaped the factory. Nice run.” Keep the game playable on desktop and touch screens, with readable responsive HUD panels, rounded translucent dark-blue UI styling, bottom-right colored controls, and a visible center crosshair. Expose a readable game state API if supported, including player position/health/look, battery and node counts, doorOpen, win/lose, monster positions/stun timers, and active hand shots.

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