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Arcade › The Locust
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The Locust was built by Monkei_Food 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 The Locust 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.
Rebuild a first-person 3D horror maze game titled “THE LOCUST,” optimized for portrait mobile screens as well as desktop. Use Three.js-style WebGL rendering with a dark blue-black environment, first-person perspective, a centered minimalist crosshair, touch joystick movement and drag-to-look controls (also support keyboard/mouse where appropriate), and a large circular “PICK UP” button at bottom right. The player is invisible because the camera is at approximately eye height (1.7 units), starts near the south end of the maze at (0, 1.7, 13.5), and moves through corridors with collision against walls. The visual style is sparse, oppressive, low-light horror: near-black background, fog fading into darkness, charcoal blue-gray walls, almost-black floor, subtle cool hemisphere/moon lighting, and a warm cone flashlight attached to the camera that illuminates the corridor ahead. Place small warm orange ceiling lamps around selected corridor intersections; each lamp has a glowing orange body and a small gray trim, and the active nearby lamp casts a warm point-light pool. Build a rectangular maze enclosed by outer walls approximately 42 by 42 units, with walls about 4 units tall and 0.5 units thick. Use the deliberate grid-like maze layout shown by the source: horizontal wall rows around z=-14, -6, 2, and 10, divided around x=-10 and x=10, plus vertical wall segments at the specified corridor barriers around x=-14, -6, 2, 14 (near z=-10), x=-14, -2, 10 (near z=-2), x=-10, 2, 14 (near z=6), and x=-14, -2, 10 (near z=14). Keep the corridors navigable and enclose the space with north/south/east/west outer walls. Put the locked exit door on the north wall at approximately (0, 2, -19.65), a dark reddish-brown 3.2-wide by 4-high door with a warm red/orange sign above it. The objective is to collect three glowing gold keys, then reach this north exit. Place exactly three floating, rotating gold key objects: ring-shaped keys with a short stem, hovering around y=1, at approximately (-16, 1, -16), (16, 1, 0), and (-8, 1, 16). Make them metallic gold with orange emissive glow; gently bob them vertically and rotate them while they remain uncollected. The player can collect the nearest uncollected key only when within about 2 units by tapping the PICK UP button or pressing E/Enter. On collection, hide the key and update the HUD from “KEYS 0/3” through “3/3.” Once all three are collected, change the hint to “All keys found. Reach the red exit door.” and allow the exit to be completed when within about 3 units of the door; hide the door and show the escaped state. The monster is called THE LOCUST: a deliberately simple, unnerving procedural humanoid in the maze, initially at approximately (0, 0, -12). It should be much taller than the player, around 5.3 units high, thin and pale, with a long capsule-like torso, elongated capsule arms and legs, a pale vertically stretched head, a blank black face plane, and tiny black eyes. Give it no animation beyond continuously facing the player and pursuing them through the maze at roughly 3.45 units per second. When it gets within about 1.35 units, trigger a hit. The game starts with 5 lives. Each hit decrements lives, displays a full-screen horror screamer overlay, plays a short descending sawtooth scream if audio is available, and resets the monster and player to their starting positions after about 0.9 seconds unless no lives remain. Rate-limit hits to about 1.7 seconds. On the final hit, leave the game in a game-over state with “NO LIVES LEFT.” Create the full-screen UI. At the top left display “KEYS 0/3” and beneath it “Find the exit.” At the top right display “LIVES 5” and beneath it “THE LOCUST IS HUNTING,” changing status to “THE MAZE HAS YOU” on game over and “EXIT OPEN — YOU ESCAPED” on successful completion. Use pale gray-blue uppercase text with letter spacing and subtle black text shadow. At the bottom center show the hint “Move with the joystick · drag the screen to look · tap PICK UP near a key.” Keep a small white glowing crosshair centered. Use a translucent warm brown circular PICK UP button with a pale border at bottom right. Before gameplay, show a full-screen radial dark overlay and centered bordered card. The card is near-black and contains the large widely spaced title “THE LOCUST,” the subtitle exactly: “A dark maze. Three keys. One exit.\nThe thing in the halls is taller than you.”, and a warm outlined dark button labeled “ENTER THE MAZE.” Starting the game removes this card and begins the hunt. When caught, show a full-screen dark red/black shaking screamer overlay: a stylized pale elongated monster face with huge black eye sockets containing white eyeballs and black pupils, a large black mouth with pale barred teeth, and long pale limbs entering from the bottom; label it “THE LOCUST” in glowing pale-red text. Tapping the screamer dismisses it when lives remain. Keep the overall presentation minimal, cinematic, foggy, and genuinely dark rather than adding extra weapons, enemies, collectibles, levels, or invented mechanics.