Arcade › THE 250 MAZES
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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 browser-based 3D exploration game titled “THE 250 MAZES.” Use Three.js-style real-time 3D rendering in a portrait/mobile-friendly viewport, with a dark near-black blue-gray background, exponential atmospheric fog, soft shadows, ACES-like cinematic tone mapping, and warm directional sunlight mixed with cool ambient/point fill lighting. The visual style is a moody ancient stone labyrinth: large gray-beige stone walls with weathered lighter caps, dark charcoal floor, deep shadows, and sparse glowing blue crystals. The game opens on a full-screen start overlay with a radial dark blue/black background and a centered dark translucent rounded panel. Show the gold title “THE 250 MAZES,” explanatory text that this is the first ancient labyrinth in a 250-level adventure and that the player must find the key, trigger the switch, and reach the exit, plus control guidance: desktop WASD + mouse and mobile joystick + drag-look. Include a gold “ENTER THE MAZE” button. Starting the game hides this overlay and shows a gold toast near the upper center reading “Level 01 — begin.” Build a third-person adventure maze around a humanoid adventurer character loaded from a low-poly/modular adventurer-style GLB asset. The character wears dark brown/olive adventure clothing and is viewed from behind by default, with idle, walk, and run animation states. Provide movement, jumping, gravity, and camera look controls through a desktop keyboard/mouse and mobile virtual joystick/drag-look control system. Add a camera toggle button; the default view is a trailing third-person camera about 5.5 units away, while toggling switches to a very close first-person distance around 0.12 units. The button text changes between “FIRST PERSON” and “THIRD PERSON.” Also provide a “RESTART” button that rebuilds the current maze and resets its objectives. The playable space is a square 9-by-9 cell labyrinth. Each cell is about 3.2 world units, giving a maze roughly 28.8 units wide. Place a dark floor slab across the maze and construct perimeter walls plus many interior walls in a deterministic, seed-based patterned arrangement with openings. Walls are tall rectangular stone blocks about 2.8 units high, with thin lighter weathered cap blocks along their tops. The maze should feel open-air but enclosed by the wall layout, with an entrance arch near one side: two tall pale stone pillars and a horizontal lintel. Put the exit on the opposite side as a dark metallic blue gate, approximately 2.2 units wide and 2.7 units tall. The objective sequence is exact: spawn the adventurer near the lower-left/entrance side at approximately (-10, 0, -10). Place a small stone pedestal at the maze center with a rotating brass key mounted horizontally above it. The key is bright brass/gold and visibly rotates while available. Place an ancient brass wall switch near the left perimeter wall. The player must approach the brass key and collect it; when close enough, hide the key, show the toast “Brass key acquired,” and change the bottom instruction to “Now activate the wall switch.” After the key is collected, approaching the switch activates it, changes the exit gate material to bright brass/gold and compresses/lifts the gate to indicate it is open, shows “Exit gate unlocked,” and changes the instruction to “The exit is open — find the golden gate.” Reaching the opened gate completes the maze, shows “Maze complete,” and advances to the next level. After level 250, wrap back to level 1 and show “All 250 mazes complete.” Scatter eight small blue glowing crystal columns around the maze at deterministic random positions, using a cool emissive cyan-blue material. Use warm sunlight, cool fill light that follows the player, fog, and cast/receive shadows to emphasize the deep corridors and the character’s shadow. Keep the fixed HUD visible over the 3D view: upper-left gold letter-spaced brand text “THE 250 MAZES”; upper-right/center a pill-shaped translucent dark stats bar reading “LEVEL 01 / 250 · STONE LABYRINTHS,” with the current level zero-padded to two digits. Put the current world name in gold. The bottom center should show a pill-shaped translucent dark hint bar with the current objective. Near the top-right below the stats, show the camera toggle and RESTART buttons as dark translucent rounded buttons with subtle borders. Toast notifications use a prominent gold rounded rectangle with dark text. Support 250 levels using a deterministic seed derived from the level number so each rebuild produces a repeatable wall/crystal arrangement. Keep the level counter from 1 through 250 and map world labels in blocks of 25 levels: levels 1–25 “STONE LABYRINTHS,” 26–50 “UNDERGROUND FACILITY,” 51–75 “ABANDONED MANSION,” 76–100 “RIVER CAVES,” 101–125 “OVERGROWN JUNGLE,” 126–150 “FROZEN OBSERVATORY,” 151–175 “SUNKEN TEMPLES,” 176–200 “ASHEN CITADEL,” 201–225 “SKY GARDENS,” and 226–250 “THE FINAL VAULT.” The first level should visibly match the stone labyrinth theme shown in the reference: a dark third-person view behind the adventurer, tall tan-gray walls, a large entrance structure ahead, warm light, and the objective HUD at the bottom.