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Arcade › Static Hall
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Static Hall was built by Sylas3 Crofton 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 Static Hall 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 short first-person lo-fi horror exploration game titled “Static Hall.” The player begins in a cramped abandoned crypt building, viewed through a low-resolution, slightly blurred first-person camera. The building is a compact roughly 9-by-9-meter interior with a south foyer/start area, a small west side room, a small east side room, a central hall, and a north room leading to the exit. Use dark, harshly contrasting lighting: a dim warm light in the entry, flickering amber light in the west room, weak orange light in the east room, a dim red light in the hall, and a very weak cold blue light in the north room. Add heavy dark fog, a nearly black ceiling, dirty brown-gray floors, worn gray walls, vignette, desaturated/contrasty rendering, and a continually changing coarse monochrome film-grain overlay. The visual style should be intentionally bad and low fidelity: flat-shaded low-poly geometry, blurry procedural dirty textures, severe darkness, and simple crypt/graveyard props such as damaged stone/brick wall sections, coffins, and clusters of candles. The goal is to find exactly three required objectives before escaping: a rusted key, a readable note, and a breaker switch. Display a small upper-left HUD label reading “Items 0 / 3,” increasing to 1 / 3, 2 / 3, and 3 / 3 as objectives are completed. Place the rusted key on a small table in the west side room around the southwest portion of the building; make it a small crude gold-brown key that slowly rotates and bobs. When the player is close, facing it, and presses E, hide it, count it as found, and show a short hint such as “You found the rusted key.” Place a paper note on a table in the east side room. Pressing E opens a centered dark “Found Note” overlay that pauses the game and displays this exact text: “BREAKER FIRST. It only opens when the hall sees three marks returned. Do not stare at it.” Reading the note counts it as the second objective; allow the player to close the overlay and resume. Place a small gray breaker box with a red lever on the north wall of the north room. Pressing E flips the lever, counts the breaker as the third objective, increases the weak north-room breaker light from about 0.08 to about 0.4 intensity, and shows “Power grinds back on near the exit.” Include five usable doors: a south entry door, west side-room door, east side-room door, a locked north door between the central hall and north room, and a large final exit door centered in the north wall. Doors are crude gray-brown crypt doors and should open/close with E, rotating aside and disabling their collision while open. The north door must show “Need the rusted key” and refuse to open until the rusted key is collected. The large final exit must remain sealed until all three objectives are found, showing “Exit sealed — 0/3 found” or the current count, and interaction should explain “Need all 3 objects. X/3 found.” Once all three are complete, allow the exit to open. The player wins by walking through the open north exit beyond the building; show an end overlay titled “You Escaped” with text equivalent to “The final door gave way before the thing could reach you.” Add one enemy: a floating black five-sided obelisk stalker made procedurally from a dark faceted tapered shaft, pointed cap, broad polygonal base, a thin dark-red glowing slit on its front, and a small red point light. It starts in the north area and slowly patrols a fixed route through the building: approximately (2.8,-3.4), (3.2,1.8), (-3.2,1.5), (-3.1,-3.0), and (0,-2.2). It moves slowly at about 0.58 meters per second while patrolling, bobs vertically with a subtle sine motion, and turns stiffly with slight choppy sway. If the player comes within about 1.55 meters, or looks directly toward it within about 5.2 meters with a clear line of sight, it switches to chase mode and pursues at about 1.05 meters per second. If it loses visual contact, it remains in chase for roughly 4.5 seconds before returning to patrol. It must navigate around the same walls and closed doors as the player. Contact at about 0.32 meters kills the player. While it approaches, increase the grain and darken/narrow the fog slightly to create threat feedback. On death, pause and show an end overlay titled “Caught” with text equivalent to “It closed the distance in the dark before you reached the exit.” Use collision against the building’s rectangular walls, closed doors, and a small circular player radius so the player cannot walk through geometry. Keep the player at eye height around 0.46 meters in the low-ceiling interior. Implement first-person WASD movement, mouse look with pointer lock, Shift sprint (walking speed about 1.3 and sprint about 2.15), E interaction, and Esc pause. Interactions should only be available when the player is within about 1.25 meters and looking toward the object; show a small centered bottom prompt such as “E take rusted key,” “E read note,” “E flip breaker,” “E open door,” or “E close door.” Add a start overlay matching the dark monochrome terminal-like presentation: title “Static Hall,” the description “Three things are keeping the exit sealed — a rusted key, a note, and the breaker switch. Find them before the thing in the halls finds you.”, a control list, and an “Enter Building” button. Add a pause overlay with Resume and Restart, a note overlay with Close, and a win/loss overlay with Restart. Use a dark translucent panel style, thin muted borders, off-white monospace typography, uppercase letter-spaced headings, and subdued ochre accent buttons. Also support touch devices with a left virtual stick for movement, right virtual pad for looking, and Use/Run/Pause buttons, while retaining the same gameplay and HUD.