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Seven Pages

  • 3d
  • exploration
  • horror
  • puzzle
  • third-person
  • survival
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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. Z Washington built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Seven Pages yet. Play it, then tell Z Washington what you would add next.

Make your own game

Seven Pages was built by Z Washington 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 Seven Pages 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 Seven Pages

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 dark 3D third-person exploration game titled "Seven Pages". Use a Three.js-like real-time 3D presentation with a perspective camera following a simple capsule-shaped player from behind at about 6 units distance. The world is an abandoned, dimly lit school hallway: a long rectangular indoor space roughly 46 units wide by 34 units deep, with a dark blue-gray floor, gray outer walls, dark ceiling beams crossing the hall, repeated narrow blue-gray doors along both side walls, and thin dark pillars spaced down the interior. Use a nearly black navy background and atmospheric fog, with cool moonlike blue lighting and a subtle red fill light at the far end. The overall style is minimal, moody, low-poly/clean 3D, with strong shadows and subdued blue-gray materials. Place a few industrial barrels around the side edges of the hall as environmental props.

The player is a small rounded capsule-like humanoid/avatar in muted teal-blue, starting near one end of the hall. Support WASD and arrow-key movement, with Space to jump. Movement is third-person and the camera follows the player. The goal is to find and recover seven glowing notebooks scattered throughout the hall at fixed locations: around the left and right sides and progressively farther down the hallway. Each notebook is a small floating/open-looking rectangular paper item with a pale cream cover, dark page detail, a warm yellow glow, gentle bobbing up and down, and slow rotation. When the player comes within close range of an uncollected notebook, pause movement and open a centered puzzle modal; do not collect it automatically until the question is answered.

Each notebook presents one simple arithmetic challenge, in this order: "What is 3 + 4?" answer 7; "What is 8 - 3?" answer 5; "What is 2 × 4?" answer 8; "What is 9 - 2?" answer 7; "What is 5 + 6?" answer 11; "What is 12 ÷ 3?" answer 4; "What is 6 + 7?" answer 13. The modal should have a dark translucent full-screen backdrop, a compact dark card with a thin warm-gold border and rounded corners, the heading "Notebook challenge", explanatory text "Solve the problem to take this notebook.", a numeric text input and a gold Submit answer button. Enter should also submit. A wrong answer keeps the puzzle open, selects the input, and displays the message "Wrong answer. The hallway grows quieter…". A correct answer makes that notebook disappear, increments the HUD counter, closes the modal, and displays "Correct. The notebook comes free."; for the last one display "You found them all. The bell is still ringing.".

Add a pursuing animated zombie/stalker enemy: a basic humanoid zombie in the hallway, initially around the far end, with a walking animation. It slowly homes toward the player whenever the player is within 18 units, moving faster when closer; it rotates to face the player. If it gets very close, display "A cold hand brushes your shoulder…". There is no combat system, weapon, health, or explicit game-over mechanic shown: the tension comes from the stalker closing in while the player solves the notebook puzzles.

At launch, show a full-screen dark radial-gradient title overlay above the 3D scene. Center a dark rounded card with a subtle warm-gold border, the uppercase gold title "SEVEN PAGES", the text "Find all seven notebooks in the abandoned school before the hallways close in.", and a gold button labeled "Enter the school". Clicking it removes the overlay and begins play, initially showing the message "The first notebook is somewhere ahead…".

During play, show a fixed HUD in the upper-left inside a translucent nearly-black rounded panel with a fine pale border: gold small uppercase label "SEVEN PAGES", bold counter "Notebooks 0 / 7" (updated through 7 / 7), and the hint "WASD / arrows to move · Space to jump · collect the glowing notebooks". Center temporary narrative/status messages near the upper portion of the screen in bold white text with a dark shadow and fade them out after a couple seconds. Keep the interface dark, spacious, and readable, using a system sans-serif font, gold accents around #f3c969, pale gray text, and rounded 10–14px cards and controls.

After all seven notebooks are solved and collected, briefly show the final message and then replace the start overlay content with title "You made it out", text "Seven notebooks recovered. Something is still following you.", and a button labeled "Play again" that reloads/restarts the game. Preserve the same visual language and do not add extra mechanics, enemies, collectibles, scoring, or levels beyond the seven notebook arithmetic challenges and the single stalker.

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