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The Bathrooms

  • 3d
  • first-person
  • horror
  • liminal
  • exploration
  • survival
  • 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. Theodore Kistler STUDENT built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about The Bathrooms yet. Play it, then tell Theodore Kistler STUDENT what you would add next.

Make your own game

The Bathrooms was built by Theodore Kistler STUDENT 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 Bathrooms 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 The Bathrooms

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 first-person 3D atmospheric horror/liminal exploration game titled “The Yellow Halls.” The player starts at the near end of a long, straight maze-like corridor and must travel forward to find the red exit door at the far end. Use a perspective FPS camera with a small centered white crosshair. The environment is a wide rectangular hall extending roughly 65–70 meters forward: yellow/gold textured wallpaper walls on both sides, a damp-looking dark brown carpet floor, a pale beige ceiling, dark brown baseboards, and repeating fluorescent ceiling panels. Make the lighting dim and unsettling, with warm yellow illumination, deep shadows, distance fog, and occasional fluorescent/light flicker or pulsing brightness. The corridor should have a liminal maze silhouette with short side alcoves and cross-walls branching from the main hall, plus a couple of visible service doors along the side walls. At the far end, show a framed doorway with a glowing red rectangular exit sign and a small pale arrow detail. The scene should feel sparse and ominous rather than busy.

The player avatar is not visible; movement is first-person. Support WASD movement, mouse look, Shift to run, and Space to jump. On touch/mobile, provide a virtual joystick for movement and drag/swipe look controls. Begin with a full-screen dark translucent/radial overlay and centered bordered panel. The intro panel must display the title “THE YELLOW HALLS,” the flavor text “You slipped through reality. The carpet is damp, the lights are wrong, and something is listening behind the walls.”, the controls text “WASD move · Mouse look · Shift run · Space jump” and “On mobile, use the joystick and drag to look.”, and an “ENTER THE HALLS” button. Clicking it starts the game, resets the player near the entrance, hides the intro, and captures pointer lock where available.

During play, keep a minimal HUD: upper-left text “THE YELLOW HALLS / LEVEL 0”; upper-right text “DISTANCE TO EXIT [number]m” and below it initially “Find the red door.” Calculate the displayed distance from the player’s position to the far doorway, counting down as the player advances. When within about 4 meters of the end, change the hint to “The red door is open.”

Add one simple pursuing monster. It begins as a tall, nearly black humanoid silhouette positioned farther down the corridor, with a capsule-like body, round head, and two small glowing red eyes. It is initially inactive and should not immediately attack. Once the player passes roughly 18 meters from the starting area, activate it and change the HUD hint to “Something is behind you.” The entity should continuously move toward the player from behind, accelerating modestly as the player progresses. If it gets within about 1.15 meters, stop gameplay, release pointer lock, and display a centered dark overlay card reading “IT FOUND YOU,” followed by “The lights go out one by one. Run farther next time.” and a “RUN AGAIN” button. Restart should reset both player and monster positions and all game state.

The win condition is reaching the far end of the hall, approximately 62.5 meters forward from the starting position. Stop gameplay, release pointer lock, and show a centered dark overlay card reading “YOU FOUND THE EXIT,” followed by “The door opens into somewhere that smells like rain.” and a “GO BACK IN” button. Restarting from either outcome returns to the entrance. Use warm cream/yellow typography, thin muted-gold borders, dark brown translucent panels, and a gold/yellow button with dark lettering. Render with a moody brown background and exponential distance fog so the hall fades into darkness. Keep the visual style low-detail, geometric, retro-urban/liminal, with no extra combat, inventory, collectibles, weapons, or dialogue beyond the described HUD and outcome screens.

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