Arcade › Survive 15 Rooms
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Remix Survive 15 Rooms 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.
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 exploration/puzzle game titled “Survive 15 Rooms.” The player starts inside one square repeating room and must survive 15 numbered rooms by finding and entering the one randomly selected safe door in each room. Use a Three.js-style perspective FPS camera with a small circular crosshair at screen center, WASD or arrow-key movement, and mouse movement or touch dragging to look around. Constrain the player with collisions to the floor, four walls, and ceiling; movement should feel like walking around a compact room, with the player starting near the center/front area. Doors should trigger automatically when the player walks close to them, without a separate interaction button. Build the environment as a simple enclosed rectangular room: a broad floor, four pale walls, a low ceiling, subtle wall trim near the floor, and a rectangular carpet centered on the floor. Place four identical wooden doors, one in the middle of each wall: front, left, right, and behind. Each door has a dark brown rectangular door leaf, lighter brown side posts and top frame, and a small gold-colored knob. The room is intentionally repetitive and sparse. Add unsettling horror decoration: several framed creepy portrait paintings on the walls showing a dark face with pale eyes and a red mouth, with variants becoming more disturbing; add translucent dark-red blood-drip decals on the back, left, and right walls. Use soft ambient/hemisphere lighting, a directional overhead light, warm point lighting, fog, and a gently fluctuating light intensity to create an eerie but readable atmosphere. The visual style is low-detail atmospheric 3D horror with dark UI panels and warm yellow accents. The supplied view shows a very dark blue/black presentation with a glowing purple-blue vertical door-like object, but the actual room construction should retain the pale-wall, brown-floor, carpet, paintings, blood, and wooden-door elements specified by the implementation. At the beginning, show a centered dark translucent title card reading “Survive 15 Rooms,” with the subtitle “Find the safe door and escape the repeating room.” and a rounded yellow “Start Game” button. Keep a fixed HUD over the 3D view: top-left dark rounded card labeled “TASK” with the objective, top-right card reading “Room 1 / 15” (then update through Room 15 / 15), a centered small circular crosshair, and a subtle bottom hint reading “WASD / arrows to move · mouse or drag to look · find the safe door.” After starting, hide the title card and change the hint to “Move carefully — the door behind you is easy to miss.” The initial task is “Go into the door.” On entering a safe door, advance the room number, choose a new safe door randomly, reset the player to the starting position, rotate the repeating room by 90 degrees, and change the carpet color for each room using a sequence of warm tan/orange variations. Show a temporary centered notification card saying “The room repeats” and “Room N. One door is safe.” If the player enters any of the three unsafe doors, do not cause damage or show a game-over screen. Instead reset the player to the starting position and show a temporary notification: “Wrong door” and “The room folds back around you. Try another door.” The safe door must be hidden from the player, so success depends on exploring and trying doors. On Room 15, the task should change to “Find the way out.” Entering its safe door completes the game: stop further door processing, show a persistent centered message “You did it!” and “You found the exit and survived the repeating room.”, change the task to “Survive complete.”, and set the bottom hint to “You escaped the repeating room.” Include no combat, enemies, weapons, health, score, inventory, or other mechanics; the core loop is movement, observation, guessing/testing doors, room reset, and reaching the fifteenth room.