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Room Clear

  • 3d
  • fps
  • tactical
  • shooter
  • room-clear
  • action
0
Remix it Discord

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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. Rayan Sajjad built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Room Clear yet. Play it, then tell Rayan Sajjad what you would add next.

Make your own game

Room Clear was built by Rayan Sajjad 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 Room Clear 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 Room Clear

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 tactical shooting game titled “Room Clear.” The player is an FPS character in a dark, atmospheric military training facility/compound, viewed through a perspective camera with mouse look. Start the player near the south end of a large enclosed compound at approximately (0, 1.05, 12), holding a detailed assault rifle visible in the lower-right foreground. Use a restrained realistic/procedural art style: dark blue-black background and fog, concrete floors and walls, reddish-brown brick/concrete wall textures, steel partitions and trim, warm directional sunlight, cool blue fill lighting, soft shadows, and occasional translucent golden sunbeam volumes. Build an interconnected facility with an exterior rectangular shell and three hostile-room areas: a west dining room, an east stainless-steel kitchen, and a rear meeting hall. Include a central lobby/spine with split-level steps/platform, door headers, beams, doorway accents, and barricades. Furnish the dining room with multiple separate tables and a service desk/laptop; furnish the kitchen with rows of counters/cabinets, a laptop, and cable bundles; furnish the rear meeting hall with many crates, shelves, a command desk, and laptop. Place three animated enemy soldiers, one in each room, carrying rifles. They patrol predefined routes when unaware, then detect the player within line of sight and roughly 22 units, face the player, approach if farther than 4.5 units, and shoot periodically using visible slow red laser projectiles. Enemy shots can be blocked by walls and reduce player health by 10; show a brief red damage vignette. The player has 100 health. Allow WASD movement, mouse look, Shift sprint, Space jump, left-click to fire, right-click to aim down sights, and F for interaction. Use collision against the facility walls/partitions and floor. Firing should be hitscan from the center crosshair, with a roughly 95 ms fire interval, 30-round magazine displayed as “30 / 30,” and automatic refill to 30 when attempting to fire with an empty magazine. Each shot should show a brief warm muzzle flash and bright tracer; impacts on walls should produce small dust particles. Each enemy takes 34 damage per hit and dies after three hits, disappears, and increments the clear score. The player wins when all three enemies are eliminated, with a centered dark translucent victory overlay reading “Bomb Defused - You Win!” and “Training facility secured,” plus a Restart drill button. Also make the win objective interactable: place a glowing yellow bomb device on a base at the central bomb site around (0, 0, -5), with a floating label “BOMB SITE A.” When the player is within 2.25 units, show a bottom-center panel titled “Bomb Site A · Defuser,” a progress bar, and the hint “Hold F for 5 seconds.” Holding F steadily fills the bar over 5 seconds; releasing or moving away partially drains it, and completing it triggers the same victory overlay, with the hint changing to “Complete.” The HUD should match the visual design: fixed top-left rounded dark glass panel with uppercase “ROOM CLEAR” and subtitle “Clear all three hostile rooms”; fixed top-right rounded panel with large gold ammo count and green “HEALTH 100”; a thin glowing white plus crosshair exactly centered; bottom-center rounded dark glass control hint reading “WASD move · mouse look · left click fire · Shift sprint · Space jump”; and the contextual defuse panel above it. Use dark translucent panels, subtle blue-gray borders, rounded corners, uppercase letter spacing, gold for ammo/objective accents, and green health text that turns red when health is below 35. Add breakable blue glass windows on the outer sides/rear: shooting one hides it, removes its collision, and creates small floating glass shard effects. Support aiming by smoothly narrowing the camera field of view from about 72 to 48 degrees and moving the rifle toward the center while right mouse is held. Prevent the context menu on right click. If the player reaches zero health, stop active play without inventing an additional UI not specified by the game.

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