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Arcade › Toy Escape
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jamie Stewart built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Toy Escape yet. Play it, then tell Jamie Stewart what you would add next.
Toy Escape was built by Jamie Stewart 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 Toy Escape 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 short first-person 3D horror escape game titled “Toy Factory Escape” (also referred to as Toy Escape). Use Three.js-style WebGL rendering with a dark, low-poly industrial toy-factory atmosphere: nearly black-blue background and fog, dim cool blue ambient/directional lighting, a flickering blue fill light, metal-gray walls and trim, a dark floor, ceiling beams, scattered brown wooden crates, and square pillars. Build a compact square factory layout roughly 40 by 40 units, enclosed by outer walls with an internal loop of corridors and four corner room areas/openings. Use solid box colliders for the floor, walls, pillars, crates, and initially closed exit door. The camera is first person, with mouse-look and a centered “+” crosshair; movement is WASD relative to camera yaw, with constrained pitch, capsule/cylinder-like collision against static AABBs, and no jumping or crouching. The player begins in the southwest corner area around (-16, 0.9, -16). Place exactly five glowing mint/teal capsule-shaped fuses at fixed locations around the corridors: approximately (-16.3,-6.5), (-6.4,-16.5), (6.6,-16.4), (16.2,6.4), and (6.5,16.2). They are interactable only when the player aims at/stands near them and presses E; show a prompt such as “Press E to pick up fuse.” Each pickup disappears, increments the HUD counter, and plays a brief electronic tone. The objective starts as “Find fuses” and changes to “Power the exit panel” after all 5 are collected. Put the exit at the northeast/southeast-facing corner area around (16.4,-16.4): a dark wall frame, a red/danger-colored vertically sliding door, and a small control panel beside it with an indicator light initially off. The panel is interactable with E and displays “Press E to power exit.” If fewer than five fuses are collected, do not power the door; instead update the objective briefly to “Need N more fuse(s)” and play a muted failure/noise sound. Once all five are collected, interacting with the panel powers it, turns its small indicator mint/teal, updates the objective to “Exit door opening...,” plays ascending tones, then after about 0.35 seconds begins lifting the door upward. When fully raised, change the objective to “RUN TO THE EXIT.” Define a small exit trigger zone immediately beyond the doorway; reaching it after the door is powered/open wins the game. Add one roaming enemy called Patchwork, visually a simple dark charcoal toy-like creature made from a round body and smaller round head, with two bright glowing pink-red eyes. Start it near the north side around (0,0.9,16). It patrols the four perimeter waypoints in sequence: (16,16), (-16,16), (-16,-16), (16,-16), using collision against the same static boxes. The enemy normally moves at about 2 units/second and smoothly faces its movement direction. It detects the player either within about 2.2 units or within about 10.5 units in an approximately 82-degree forward cone, provided a simplified raycast line-of-sight is not blocked by walls. On detection it chases directly at about 3.8 units/second. If it loses sight, remain in chase briefly, then search/patrol for several seconds before returning to normal patrol. If it comes within about 0.78 units of the player, immediately lose. Use the following controls and game flow: an initial full-screen dark translucent menu card titled “Toy Factory Escape,” with the subtitle “Collect 5 fuses, power the exit, don’t get caught,” bullet instructions “Click to start,” “WASD move, Mouse look,” “Shift sprint (stamina),” and “E interact,” plus an “Enter Factory” button and a small disclaimer that this is an original toy-factory horror-inspired mini-game and not an official game. Clicking the button hides the menu, initializes audio, and requests pointer lock; clicking the game can re-lock the pointer, and Escape unlocks it. Use Tone.js or equivalent simple synth/noise sounds for fuse pickup, powering the door, being caught, and winning. During play show a fixed HUD in the upper-left with translucent rounded dark chips: “Fuses: 0/5,” an objective label, and a stamina panel. Include a horizontal stamina bar initially full with a teal-to-blue gradient. Holding Shift while moving increases speed from about 3.0 to 5.2 units/second and drains stamina at about 0.22 per second; walking or standing recovers it at about 0.16 per second. Sprinting stops when stamina is nearly depleted. Keep a small centered plus crosshair and show contextual interaction prompts in a rounded dark box below it. On losing, stop gameplay and show a dark full-screen message overlay with title “Caught” and body “The toy got you. Try a different route — sprint only when you need it.” On winning, show “You Escaped” and “Power restored — you made it out.” Both overlays have a “Restart” button that reloads/resets the game. Maintain a tense minimalist visual style with fog, soft shadows/lighting, simple geometric models, and strong contrast from the teal fuses/exit light and the monster’s pink eyes.