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The Yellow Halls

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

Discussion

Nobody has said anything about The Yellow Halls yet. Play it, then tell Eleanore Hancock what you would add next.

Make your own game

The Yellow Halls was built by Eleanore Hancock 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 Yellow Halls 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 Yellow Halls

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 survival-horror exploration game titled “THE YELLOW HALLS.” The player wakes in a dim, maze-like Backrooms environment and must reach a glowing green exit sign at the far end before a pursuing entity catches them.

Use a Three.js-style WebGL presentation with a 72-degree perspective first-person camera, atmospheric fog, shadows, and a dark warm color grade. The environment is a large square maze/floor area approximately 54 by 54 world units. Cover the ground with worn brown/tan carpet, surround the space with long mustard-yellow and ochre walls, and make the ceiling a grid of slightly separated yellow ceiling tiles around 4.35 units high. Add dark brown trim strips near the ceiling and along the lower wall line. The geometry should feel like long Backrooms corridors with repeated gaps, intersections, and a few turns rather than a furnished level: no props are needed. Light the scene with soft warm yellow illumination from a hemisphere light, directional light, and a subtle warm point light that follows the player, with heavy fog fading into the dark brown distance and a vignette around the screen.

Place the player at roughly the southwest side of the maze (world position -25, 0, 22). Use FPS controls: WASD or arrow keys to move, mouse to look after the game begins, Shift to run, and Space to jump. Show a small pale circular crosshair in the center. The game should start with a full-screen translucent dark overlay and centered brown panel with a thin gold border. It must display the large, widely letter-spaced title “THE YELLOW HALLS,” the text “You woke up somewhere that was never meant to be found. Find the green exit sign before the entity finds you.” and a gold button labeled “ENTER THE BACKROOMS.” Clicking the button dismisses the overlay and begins/locks the mouse for play.

Put a green emissive exit sign at about world position (25, 2.9, 22), consisting of a glowing green rectangular sign and a small arrow pointing left. The player wins when within about 3 world units of the exit area. On winning, keep the game visible and replace the lower-left status with “YOU FOUND THE EXIT.” followed by “The yellow halls let you go… for now.”

Add one enemy/entity: load or otherwise use a humanoid zombie-like model, scaled about 1.35, initially at approximately (18, 0, -18), with its back turned/rotated around 180 degrees. It should be visibly animated with idle/walking/running-style animation if available. Once loaded, it continuously homes directly toward the player across the maze at approximately 0.75 units/second while farther than 12 units and 1.5 units/second when closer than 12 units. Rotate it to face its movement direction. If it comes within 1.8 units of the player, end the game and show “THE ENTITY FOUND YOU.” with “Press R or tap ENTER to try again.” in danger red/orange. Do not add combat, weapons, health, inventory, or collectibles: the only objectives are evade the entity and find the exit. Permit R to reload/restart after either win or loss.

Include a fixed HUD over the world. At top left show small gold text “THE YELLOW HALLS.” At top right show a dark translucent square local map, 168 by 168 pixels, bordered in muted gold, labeled “LOCAL MAP.” Draw the maze walls as ochre lines, the exit as a green marker, the entity as a red dot, and the player as a small pale dot. At bottom left show a dark translucent bordered status panel with “Find the exit.”, the controls help “WASD / arrows to move · mouse to look · Shift to run · Space to jump,” and a dynamic proximity message: use “The halls are quiet…” when the entity is 14 or more units away, “You hear wet footsteps behind you.” when it is between 7 and 14 units, and “Something is very close…” in red/danger styling below 7 units. Keep the HUD non-interactive except for the start panel/button, add a subtle radial black vignette, and maintain the restrained visual style: mustard yellow architecture, brown-black shadows, pale gold typography, emissive green exit, and red enemy map marker.

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