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Tag Protocol

  • 3d
  • first-person
  • horror
  • survival
  • backrooms
  • tag
  • maze
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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. gonzales_julian_marcus_maximus built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Tag Protocol yet. Play it, then tell gonzales_julian_marcus_maximus what you would add next.

Make your own game

Tag Protocol was built by gonzales_julian_marcus_maximus 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 Tag Protocol 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 Tag Protocol

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 browser-playable 3D first-person horror survival game titled “BACKROOMS: TAG PROTOCOL.” Use Three.js-style real-time 3D rendering with a 72-degree perspective camera, pointer-lock mouse look, shadows, fog, and a dark, warm, grimy Backrooms-like sector. The world is a square enclosed maze: a large 32-by-32 floor slab, four perimeter walls, and several interior tan/brown walls forming corridors and partial partitions. The floor is ochre/beige, the walls are muted olive-brown, and the scene has heavy dark brown fog fading in the distance. Add sparse dark ceiling strips/trim pieces overhead. Lighting should be atmospheric: warm cream/yellow hemisphere and directional light with soft shadows, a dim cool blue fill light toward the rear, and a red point light near one end. Add a dark radial vignette over the whole screen.

The player is an unseen researcher represented by a first-person camera, starting near one end of the maze at approximately (0, 1, 11). Allow WASD movement, Shift sprint, Space jump, mouse/click to look, and E to shove. The shove only works when the bacteria pursuer is within about 3.2 world units: it stuns the pursuer for 1.8 seconds and displays a green proximity-transmission notification reading “YOU.” There is a small white circular crosshair at screen center.

Load simple low-poly animated character assets in the style of a zombie-apocalypse kit. Place four researcher NPCs in the maze at approximately (-10,-10), (10,-11), (10,10), and (-11,8), named MIA, REX, OLLIE, and JUNO. They idle with character animation, slowly wander in small sinusoidal movements, remain clamped inside the sector, and turn to face the player. If one touches the player within 1.5 units, mark that researcher tagged, increment the score internally, show that researcher’s name as a proximity transmission, and make the NPC disappear/temporarily inactive; after five seconds respawn it at its home position. Occasionally show a researcher’s name as a transmission even without a collision.

Add one larger bacteria-like pursuer using an animated zombie model, initially around (0, 0, -11), facing into the sector. It constantly turns toward the player and chases when within 14 units. At distances under 6 units it advances faster (about 2.2 units/second), otherwise it walks at about 1.25 units/second; if within 1.8 units it damages the player continuously at roughly 22 HP per second. Use idle, walk, and run/attack animations depending on distance. The E shove can stun it as described. The player starts with 100 HP; damage flashes a translucent red full-screen overlay, and health reaching zero ends the game.

Place four static low-poly barrels as environmental props around the maze, roughly along x positions -10, -5, 5, and 11 with alternating z positions, casting/receiving shadows. They are only scenery; do not add unshown physics or interaction.

HUD: At bottom left show “RESEARCHER VITALS,” a bordered horizontal health bar with a red-to-orange fill, and large text such as “100 HP.” At top right show “ALIVE IN SECTOR” and a green roster beginning with “YOU · MIA · REX · OLLIE · JUNO · BACTERIA”; update it when researchers are temporarily tagged. At bottom right show a green bordered notification panel for proximity transmissions, with the speaker name and the subtitle “proximity transmission,” fading away after about five seconds. Near the lower center show a dark translucent instruction panel: “WASD move · Shift sprint · Space jump · E shove · Click to look.”

Begin with a full-screen nearly black/brown title overlay. Center a large pale-gold, widely letter-spaced title “BACKROOMS: TAG PROTOCOL,” with a subtle darker gold shadow, followed by the text: “One unstable sector. One bacteria-like pursuer. Find the emergency exit before the researchers get tagged.” Include a pale-gold button labeled “ENTER SECTOR.” Clicking it hides the overlay, starts the simulation, and requests pointer lock. Preserve the austere UI styling: Arial-like sans-serif typography, gold title/button, black translucent panels, muted gray explanatory text, and strong vignette. On player death replace the instruction with “TAGGED. Press R to restart sector.” and allow R to reload/restart. Reproduce the actual implemented behavior faithfully: there is no visible emergency-exit object or separate victory state; the active play loop is movement, evasion, shoving the pursuer, health loss, and temporary researcher tagging until game over.

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