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Toy Factory

  • 3d
  • first-person
  • horror
  • exploration
  • survival
  • collectathon
  • stealth
0
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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. David N built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Toy Factory yet. Play it, then tell David N what you would add next.

Make your own game

Toy Factory was built by David N 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 Factory 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 Toy Factory

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 browser-playable first-person survival/exploration game titled “Toy Factory Escape” (the project/game concept is Toy Factory). The player is trapped in a dark abandoned toy factory and must collect five scattered glowing toy parts, then return/reach the large Exit Door at the far end and press E to open it. A small sinister low-poly stalker doll hunts through the factory; touching the player causes a loss.

Camera and presentation: use a first-person perspective with mouse look and pointer lock. Begin on a nearly black title screen/overlay reading “Toy Factory Escape” and the controls “Click to play • WASD move • Shift sprint • F flashlight • E interact • Esc unlock”. Show a centered gray crosshair. The world should be very dark, with blue-black industrial corridor walls and floor, fog, heavy shadows, sparse cool-blue ceiling/point lights that flicker, and simple low-poly geometry with no external assets. The factory is built as a long main spine of enclosed corridors, approximately 4.2 units wide and 2.6 units high, extending from the start near z=2 toward z=-82. Add side branches around the middle of the spine at x=-6 and x=6, with short connecting openings/corridors. Add occasional dark blue crates along corridor sides as cover. Keep the palette near-black, navy, muted blue, and subtle green/white flashlight illumination.

Player and controls: start the player at roughly (0, 1.6, 2). Use WASD for movement, mouse for looking, and Shift-left for sprinting. Walking speed is about 2.1 and sprint speed about 3.4. Sprinting consumes a stamina meter and stamina regenerates when not sprinting. Press F to toggle the flashlight. The flashlight is a forward-facing cone attached to the camera, initially off, with limited battery: it drains slowly while on and recharges slowly while off; it turns off automatically when empty. Press E only when an interact prompt is available. Esc unlocks the mouse pointer. Support R to reload/restart after win or loss. For touch devices, provide a left virtual movement joystick, right-side swipe look, and visible buttons for sprint, flashlight, and interact.

Collectibles and objective: place exactly five small hovering/spinning pink-magenta faceted toy-part objects at fixed locations down the branches/spine, approximately (-6,-25), (6,-35), (-6,-55), (6,-65), and (0,-72), at low height around y=0.35. They should subtly bob and rotate and emit a faint colored/emissive presence that can be found in the darkness. They are collected only when the player is close and looking directly at one, then presses E. The HUD must show “Parts 0/5” and update the count. Near a part show “Press E to pick up Toy Part”. After all five are collected, the player must go to the door at approximately (0,-82); near it show “Press E to open the Exit Door”. Before collecting all five, show “Need 5 parts to open the Exit Door”. Pressing E at the door with all parts wins.

HUD: place a dark translucent rectangular status panel in the lower-left/lower portion of the screen. It should contain the Parts counter plus horizontal bars labeled “Flashlight” and “Stamina”; bars are dark outlined tracks with colored fills (green/teal for flashlight and blue/purple for stamina). Keep the crosshair centered and show interaction text near the center/bottom when applicable. Use title and result overlays: start with “CLICK TO START” and “Collect 5 parts, then reach the Exit Door”; on success show “YOU ESCAPED” and “Press R to play again”; on capture show “CAUGHT” and “Press R to try again”.

Exit: construct a prominent dark industrial door at the end of the main corridor around z=-82, using a thick blue-purple frame and a dark metal door panel. It is an interaction target rather than an automatic trigger; the player must face it, be within about 2.2 units, and press E after collecting all five parts.

Enemy: build the stalker as a visibly toy-like low-poly doll from primitive shapes: very dark capsule torso and limbs, round head, small red glowing eyes, and a short cylindrical base. Place it initially near (0,0,-45). It patrols through nodes approximately (0,-12), (0,-30), (-6,-40), (6,-52), and (0,-66), looping between them at about 1.35 speed. It switches to chase at about 2.25 speed when close enough to hear the player (within 6.5 units normally, or 9 units while sprinting) or when it has line of sight within 14 units and a forward-facing field-of-view check. Walls and crates block line of sight. It remembers a sighting for about three seconds, and returns to patrol once farther than about 18 units and no longer recently seeing the player. Make it subtly bob while moving. If it gets within roughly 0.85 units, immediately end the game with the CAUGHT overlay.

Lighting/audio feedback: use a dim ambient blue light and a cool directional moon-like light, but preserve deep darkness and fog. Add a strong pale green-white flashlight spotlight with intensity tied to battery. Flicker corridor point lights independently. If audio is available, initialize on user interaction and use simple synthesized tones: short notes for flashlight toggling and toy pickup, a low tone for a locked door, a short ascending success sting on winning, a low failure tone on capture, a subtle low ambient drone, and a periodic heartbeat pulse that becomes faster/more noticeable as the stalker approaches (within about 7.5 units). The entire experience should feel tense, sparse, and atmospheric while remaining made from stable primitive low-poly shapes.

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