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Arcade › Schoolhouse Shift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. jaelynn lewis built it with Cinevva, so it works on a phone or a tablet too.
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Schoolhouse Shift was built by jaelynn lewis 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 Schoolhouse Shift 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.
Recreate a playable first-person 3D schoolhouse horror game titled “Schoolhouse Shift.” Use a bright, unsettling low-poly school interior built from modular school-building and furniture assets: tiled floors, dark wall segments and doorway pieces, classroom doors, desks, chair-desks, open bookcases, books, blackboards, signs, and animated humanoid teacher and hall-monitor characters. Use a fixed school slice layout: a north-south main corridor from roughly z=-12 to z=16, with four classrooms branching from it at Room 101 (-8,-4), Room 102 (8,-4), Math Lab (-8,8), and Library (8,8), plus an Exit Lobby at the north end. Enclose the map with classroom walls and corridor end caps, leave doorway openings into rooms, and place three-by-three arrangements of desks and chair-desks, bookcases at the back, and a blackboard in each classroom. Show readable unsettling board/sign text including “QUIET FEET = SAFE FEET,” “MATH MAKES HIM LISTEN,” “LOCKED: FIND ANOTHER WAY,” “5 NOTEBOOKS THEN EXIT,” “LEARN OR ELSE,” “SHIFT IS LOUD,” and a green “EXIT” sign at the northern exit. One classroom door, the Math Lab door, is locked and acts as a danger interaction. The player is an invisible first-person character at corridor start, with a camera height around 1.55 units, mouse-controlled yaw and pitch, a small white crosshair, and collision against walls, doors, desks, bookcases, and map boundaries. Start with a full-screen yellow school-themed overlay saying “Schoolhouse Shift” and explaining: collect 5 notebooks, answer math, reach the EXIT; wrong answers make the teacher faster; sprint is limited and noisy. A “Start class” button begins play and requests mouse pointer lock. Use WASD or arrow keys to move, mouse to look, Shift to sprint, and E to interact. Also support touch with a translucent circular virtual joystick on bottom left, drag-to-look, a blue circular SPRINT button, and a yellow circular E button on bottom right. Doors can be opened by interacting and automatically close after a short time; unlocked doors swing open visually. Place exactly five glowing book stacks/notebooks: one in each of the four classrooms and one in the Exit Lobby near the north end. When the player is close and presses E, hide the notebook and its glow, freeze movement, exit pointer lock, and open a centered yellow “Notebook Quiz” modal. Generate a simple random arithmetic question using addition or subtraction with four answer buttons. The player must choose one answer; every notebook is counted after answering. Correct answers display “Correct. The hall stays quiet.” Wrong answers increment a Wrong counter, set player noise to 100, make the teacher hunt, increase teacher speed/aggression, and display “WRONG. The teacher heard that.” After all 5 are answered, display a message directing the player to the north EXIT and allow E near the exit to win. Winning shows an end overlay titled “You Escaped!” with text that the player collected every notebook and reached the exit before class ended, plus a “Try again” reload button. Implement stamina and noise systems. Walking/standing regenerates stamina up to 100; holding sprint while moving raises movement speed from about 2.55 to 4.45, drains stamina at about 24 per second, and raises noise. Noise decays over time. Play concrete footstep sounds while moving, faster during sprint, and a confirmation sound for successful interactions/quiz answers. Sprinting should visibly matter because the teacher can hear it. Display a fixed HUD over the 3D view: a pale-yellow panel at top left with “Notebooks: 0/5,” “Stamina: 100,” and “Noise: 0,” and a matching panel at top right with “Teacher: patrol” or the current teacher state and “Wrong: 0.” Use bold dark navy text, thick dark borders, and blocky shadow styling. Put white instructional/hint text near the bottom center, changing to prompts such as “Press E to open notebook,” “Locked door: Hall monitor hears you,” “Press E to open door,” and “Press E to leave school.” Show temporary large white messages with a dark shadow near the top center, and retain the centered crosshair. Add one animated teacher who begins in/near the Exit Lobby and patrols among the corridor/classroom target locations. The HUD should report patrol, hunt, or related state. The teacher follows patrol targets until the player makes enough noise, has high noise, answers incorrectly, or comes within a detection radius; then switch to hunt and pursue the player. Its movement speed increases with wrong answers and especially high noise, and it switches between idle, walk, and run animations. Make the teacher collide with the school walls while pursuing. If it reaches the player within close range, immediately end the game with “Caught!” and text explaining the teacher caught the player. Add two stationary animated hall monitors in the main corridor, one around (-1.1,2) and another around (1.1,10). Entering their close-contact radius causes a periodic punishment: drain stamina, increase noise, trigger teacher hunt, display “Hall monitor: NO RUNNING! Stamina lost,” and briefly play a punch/action animation. Interacting with the locked Math Lab door adds a large noise spike, switches the teacher to hunt, and displays “LOCKED. The hall monitor blew a whistle!” Use a Three.js-style presentation with an orthographic-feeling clean low-poly aesthetic but a perspective first-person camera, bright pale sky-blue background/fog visible through the open visual space, strong white hemisphere lighting and directional shadows, dark slate/gray floors and walls, pale yellow paper/poster UI and signs, green EXIT signage, red danger signage, and simple saturated asset colors. Keep the game focused on the actual loop: explore the school, manage sound and stamina, collect and solve five notebook math quizzes, avoid the teacher and monitors, then reach the northern exit.