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Ragdoll Maze

  • 3d
  • puzzle
  • maze
  • ragdoll
  • top-down
  • casual
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About Ragdoll Maze

cursed

How to play

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

Discussion

Nobody has said anything about Ragdoll Maze yet. Play it, then tell SEBASTIAN STORM what you would add next.

Make your own game

Ragdoll Maze was built by SEBASTIAN STORM 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 Ragdoll 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 Ragdoll 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.

Recreate a browser-based Three.js game titled “Ragdoll Maze,” with the author blurb “cursed.” Make it a compact 3D top-down maze puzzle in a dark blue nighttime presentation. Use a perspective camera looking down from above at roughly (0,15,13), following the player slightly as it moves; keep the maze centered and use fog fading into a deep navy background. Render with soft shadows, ambient blue hemisphere light, a warm directional key light from upper-left/front, and a warm orange point light that follows the player and makes the character and nearby maze glow.

Build the maze from this exact 15-column by 11-row character map, where # is a solid wall, spaces are traversable corridors, S is the start, and G is the goal:
###############
#S    #       #
### # ### ### #
#   #     #   #
# ##### # ### #
#     # #     #
# ### # ##### #
# #   #   #   #
# # ##### # # #
#   #     # #G#
###############
Center the grid, with cells about 1.45 world units wide. Make each wall a raised rectangular blue-gray block about 0.95 units high, with strong side shadows and slightly rough, nonmetallic material. Put the maze on a broad, very dark blue rectangular floor slab. Add a few decorative castle-kit wall pieces at the outer hero corners if available, but keep collision based on the lightweight maze wall blocks.

The player is a small stylized ragdoll starting on S. Construct it from separate visible parts: a blue shirt torso (rounded/box-like rectangular body), a peach skin spherical head, two peach capsule arms, and two blue capsule legs. Group the parts together and animate them with springy wobble rather than using a full physics engine: lean in the direction of travel, bob and stretch the limbs/head according to speed, sway the torso, and rotate the arms and legs so the character feels floppy and cursed while sliding through the maze. The ragdoll’s movement center should be at floor level with the model lifted above it.

The goal at G is an unmistakable glowing golden gate: two thin gold vertical posts with a horizontal gold beam across the top, standing in the corridor. Give it an emissive orange-gold material and a subtle continuous side-to-side/yaw oscillation. When the ragdoll comes within about 0.65 world units of the gate, stop movement and show the win overlay with the elapsed time.

Movement rules: support keyboard WASD and arrow keys, where up/W, down/S, left/A, and right/D accelerate the ragdoll in the corresponding maze directions. Apply friction and cap speed around 3.4 units/second. Resolve collisions against the wall blocks with a circular player radius of roughly 0.34 plus wall clearance; on impact push the player out and bounce/reduce the relevant velocity. Also support touch/mouse dragging: pressing near the ragdoll (within about 1.35 units) starts a drag, moving the pointer pulls the ragdoll through open corridors while checking collisions, and releasing stops the drag with velocity damping. Provide four bottom-center circular touch buttons (▲, ◀, ▼, ▶) that hold the same directional inputs for mobile play. Include an R-key reset as well as a “Play again” button after winning.

Create a minimal HUD over the canvas. At the upper left, show a translucent dark rounded panel with the gold uppercase title “RAGDOLL MAZE” and the status “Reach the golden gate.” At the upper right, show a matching panel saying “Drag the ragdoll” and “or tilt with WASD / arrows.” At the bottom center place the four dark translucent circular arrow buttons with light borders and a warm active press state. Use a deep navy page/canvas background and white/light-blue text with warm gold accents. On completion, center a dark translucent rounded dialog with a gold border/accent, the heading “Maze cleared,” text reading “Your ragdoll made it out in [time]s.”, and a rounded “Play again” button. Ensure the camera and lighting preserve the chunky blue-gray maze, near-black corridors/floor, warm gate, and soft dramatic shadows visible in the reference screenshot.

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