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Rainbow's Factory

  • 3d
  • horror
  • exploration
  • maze
  • stealth
  • boss-fight
  • third-person
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. Cori Fain built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rainbow's Factory yet. Play it, then tell Cori Fain what you would add next.

Make your own game

Rainbow's Factory was built by Cori Fain 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 Rainbow's Factory 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 Rainbow's Factory

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 short, playable 3D horror exploration game titled “Rainbow’s Factory.” Use an original setting and original geometric characters (do not use branded character assets). The player explores a large, fixed tile-based maze inside an abandoned toy factory. Present the world in a dark elevated third-person/overhead perspective: the camera orbits behind and above the player at roughly 18 units away and 14 units high, looking toward the player, with a slight horizontal orbit controlled by mouse position. Use a nearly black blue-purple background, heavy fog, very low ambient illumination, hard-edged industrial walls, and simple low-poly geometry. The screenshot should feel extremely dark, with most factory geometry nearly black and only small pools of light visible.

Build the factory as a 35-column by 33-row maze/grid. Make the floor a broad dark plane, with solid dark industrial wall blocks about 3.2 units tall and 2 units wide/deep wherever the map contains walls. The layout should be a winding corridor maze with a start tile near the upper-left and an exit tile at the lower-right. Put a few weak flickering point lamps in the corridors, with small glowing bulbs: use warm pale yellow/white lights and subtle irregular flicker. Add low blue-gray ambient and directional lighting, strong fog beginning around 12 units and fading around 46 units, shadows, rough dark metal materials, and no bright general illumination.

The player is a small original capsule-shaped geometric avatar, pale cyan/blue with a faint teal emissive glow. Start the player at the maze’s S tile. Use WASD for movement, with collision against maze walls and the locked gate. Normal movement speed is about 5.3; holding either Shift key increases it to about 8.1. Include a stamina system: sprinting drains stamina, walking or standing regenerates it, and stop sprinting when empty. Display stamina in the top HUD as a cyan-to-green horizontal bar. Press R to reload/restart the game.

Attach a pale blue flashlight spotlight to the player and aim it toward the mouse cursor projected onto the floor. The flashlight has a visible, subtle transparent blue cone and illuminates a limited range. Holding the right mouse button focuses it: narrow the cone, increase brightness and range, and use this focused beam to stun the final enemy. Prevent the context menu. Start audio on the first click/key interaction and provide a very quiet pink-noise/filtered synth industrial ambience plus simple synth stingers for notes, levers, hazards, stunning, and victory.

At the beginning show a full-screen title overlay with “RAINBOW’S FACTORY,” the subtitle “A short horror prototype — pull 26 levers and survive,” a click-to-start instruction, and the controls: WASD move, Shift sprint, E interact, RMB focus flashlight. Clicking starts the game, removes the overlay, and changes the objective to “Find a note in the starting corridor.”

Place exactly 26 interactable levers on distinct random walkable floor tiles away from the start. Each lever is a small dark square base with a bright pink/red upright handle; pressing E within about 2.2 units pulls it, rotates the handle down, removes its interaction, increments the counter, and plays a sound. The top HUD must show “Levers: 0 / 26” and update through 26. Use these objective changes: after the first lever, “Keep going — something is moving in the dark”; after 10, “Find your friends — they’re trapped in the factory”; after all 26, “The main door unlocked — reach the end of the factory.” Once all 26 are pulled, make the gate’s emissive indicator glow more strongly.

Place five readable notes as small off-white paper planes in the maze, including one in the starting corridor and others deeper inside. Press E near a note to open a centered dark translucent NOTE panel with the note text and “Press E to close”; pressing E closes it. Use these original texts: “To whoever finds this — don’t trust the glitter. The factory listens.”; “We followed the lights. We shouldn’t have. Rainbow said it was a ‘game.’”; “Power is split across the levers. Pull them all and the main door will unlock.”; “If you hear hooves behind you — don’t look. Run. Keep the light ready.”; and “She isn’t herself. The colors are wrong. The smile is wrong. End it.” Reading a note changes the objective to “Pull levers to restore power.”

Add four trapped friends as simple gray capsule/statue figures standing on dark circular rings in specific maze locations. Name them Tinkerer, Giggle, Orchard, and Gemlight. Press E close to each to free it; turn the statue pale blue and change the ring’s emissive accent to green. After rescue, remove its interaction and set the objective to “Pull the remaining levers — then face Rainbow.”

Put a locked dark metal gate close to the exit tile, blocking the boss-room entrance. Before all 26 levers are pulled, show the interaction text “Door is locked — pull N more levers,” where N is the remaining count. Afterward, show “Press E to open the main door”; E hides the gate and changes the objective to “Enter the boss room.” Opening the gate activates the final enemy as a boss and reveals a second HUD pill reading “Rainbow: 5 HP — Hold RMB to stun, then press E up close.”

Use one original enemy called Rainbow, represented not by a humanoid model but by a dark purple-black glowing sphere about 0.55 units in radius, with a magenta/pink emissive aura point light. Spawn it deeper in the maze. Before the gate opens, it patrols between random distant floor tiles and begins chasing when it can see the player within about 11 units; walls block line of sight. Touching it kills the player. After the gate opens, it aggressively chases the player at approximately 5 units per second while respecting walls. The player loses immediately on contact.

For the boss fight, the player must hold RMB while aiming the focused flashlight cone directly at Rainbow, with a clear line of sight and distance under about 14 units. Charge a stun over roughly two seconds; while charging, tint Rainbow’s sphere and aura blue. A completed stun freezes it for about 3.2 seconds, then it returns to its magenta state and pursuit. When Rainbow is stunned and the player is within about 1.6 units, pressing E purifies it and subtracts one of its 5 HP. Knock it back slightly after each successful hit. Update the boss HP HUD after every hit. At zero HP, show the win state: “Rainbow is purified — you escaped. Press R to play again,” play a short three-note victory progression, and fade the screen slightly dark.

Place four hazards in the maze: four moving dark metallic cube crushers, each about 1.2 units wide/high/deep, oscillating along either the X or Z axis; and three toxic puddles made from translucent bright green emissive circles on the floor. Touching a crusher or stepping into a puddle immediately ends the game. On death, use reason-specific objectives such as “Crushed,” “Poisoned,” or “Rainbow caught you,” append “Press R to restart,” hide interaction prompts, play a low stinger, and fade in a black overlay. Use a clean HUD made of rounded translucent black pills with thin gray borders across the top: objective on the left, lever count in the middle, stamina on the right, and boss HP on a second row when active. Show contextual rounded prompts near the lower center: “Press E to pull lever,” “Press E to read note,” “Press E to free NAME,” or the gate messages. Keep the style minimalist, geometric, oppressive, foggy, and performance-friendly, with no invented weapons, jumping, inventory, or additional enemies.

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