Arcade › Tech Escape Room
Click the game above and it runs right here in your browser. No download, no installer, no account needed. varshini built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Tech Escape Room yet. Play it, then tell varshini what you would add next.
Tech Escape Room was built by varshini 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 Tech Escape Room 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 browser-based 3D third-person escape-room game titled “TECH ESCAPE ROOM” using a dark, stylized Three.js-like aesthetic. The camera should follow an animated humanoid player from behind at about 6 units distance, with a perspective view, soft shadows, fog, and a deep blue-gray nighttime background. Use a low-poly/cartoon humanoid character with dark hair or a similarly readable adventurer/zombie-apocalypse-kit style model; the character starts on the top floor near (-3, 16.4, 1), facing into the room. Support WASD and arrow-key movement, Space to jump, and Shift to run. The player should collide with floors/walls/stairs as appropriate and use idle, walk, and run animation states. Build a five-level vertical haunted/interior escape house. The five square floors are stacked at Y=16, 12, 8, 4, and 0, each approximately 17 by 17 units, with a thin dark gray floor and four surrounding walls about 3.6 units high. Use muted navy/charcoal materials, brown trim, dim blue atmospheric lighting, fog, and a directional moonlike light casting soft shadows. Add old brown corner columns on every floor. Scatter four small dark purple rectangular rugs per floor, each with a short glowing yellow candle on it. Put a staircase on the east side of every floor: seven brown steps leading upward/downward along the east side, with a brown rail. The visible floor should feel sparse and eerie rather than busy. Each floor has one hidden door concealed near a false wall/bookcase-style panel. Place the doors in alternating positions as follows, with the relevant floor Y values: top floor at approximately (-7.8, 16, 5.8), next at (7.8, 12, -5.8), next at (-7.8, 8, -4.6), next at (7.8, 4, 5.0), and bottom floor at (-7.8, 0, -5.4). Make each door a narrow dark red/maroon panel with a brown frame and a nearby gray false panel that helps conceal it. When the player approaches the current floor’s door, open a centered modal question dialog. The modal dims the entire scene and contains the riddle, a text input, a Submit answer button, and a feedback line; pressing Enter should also submit. Use these five exact riddles and answers in order: (1) “What follows you everywhere but disappears in darkness?” answer “shadow”; (2) “I have a face and two hands but no arms or legs. What am I?” answer “clock”; (3) “What can you see once in a minute, twice in a moment, but never in a thousand years?” answer “m” (accept answers containing m); (4) “I fly without wings and cry without eyes. What am I?” answer “cloud”; (5) “What shines at night but is not a lamp?” answer “moon”. Normalize typed answers by trimming and lowercasing. A correct answer awards 100 points, opens the current door, closes the dialog, and tells the player to manually climb the east stairs. The player must then walk to the east-side staircase; on floors 1–4, advance to the next lower floor and reset the player near the center of that floor. On the fifth/current bottom-floor completion, finish the game. Include a fixed HUD overlay. In the upper-left, show a translucent near-black rounded panel with the title “TECH ESCAPE ROOM”, “Level: 1”, “Round: 1/5” (updating through the five rounds), “Wrong Answers: 0”, and “Score: 0”, plus the controls text “WASD / Arrow keys • Space jump • Shift run”. At the bottom center, show a translucent message panel initially reading “Search the floor for a hidden door. The stairs are on the east side.” Update it after correct answers and floor transitions. Keep the visual style and UI restrained: pale blue text, thin blue-gray borders, rounded panels, dark navy modal card, and a pale blue submit button. Track wrong answers globally. Each wrong answer increments Wrong Answers and shows feedback such as “Wrong answer. You have N mistakes left before the emergency route.” After five wrong answers, close the question and trigger an emergency escape ending rather than requiring all floors. Also trigger the same ending after successfully completing the fifth floor. For either ending, replace the house with a simple moonlit beach scene: dark blue water, a broad sand area, several stylized palm trunks/leaves, the player repositioned on the beach, and a message in the bottom HUD. For the wrong-answer route use exactly “LEVEL 1 BYPASSED — NO OTHER LEVELS INCLUDED”; for successfully solving all five use “CONGRULATION YOUR COMPLETE YOU LEVEL 1”. Preserve the HUD statistics on this ending and hide the question modal. Do not add combat, enemies, weapons, inventory, timers, extra levels, or mechanics not described here.