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Toy Factory

  • 3d
  • first-person
  • exploration
  • light-combat
  • puzzle
  • horror
  • prototype
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. JJVRPLAYZ 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 JJVRPLAYZ what you would add next.

Make your own game

Toy Factory was built by JJVRPLAYZ 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-based first-person 3D exploration and light-combat prototype titled “Toy Factory: Chapter 6 (Prototype).” Use Three.js-style rendering with a dark, creepy industrial factory atmosphere: near-black blue background, fog from roughly 8 to 80 units, dim blue ambient light, a cool directional key light with soft shadows, and a warm fill light. Show a fixed HUD at the top left reading the title, a compact control hint, and a changing status message, plus a small centered “+” crosshair. The camera is first-person with pointer lock on desktop; clicking the canvas locks the pointer and Esc releases it. Support WASD movement, Space jump, Shift sprint, and a simple player controller with gravity, a 1.75-unit player height, collision radius, AABB world collisions, and a ground plane. Also support touch devices with a translucent virtual joystick at bottom left, right-side buttons for Jump, F/interact, left hand, right hand, Q and E, and touch look behavior.

Build the level from an optional map.glb and props.glb. Scan loaded meshes by name: meshes containing COLLIDER become invisible collision solids; GRAPPLE become grapple targets; DOOR become keycard-locked doors; SPAWN_PLAYER sets the player start; SPAWN_ENEMY creates an enemy; SPAWN_ALLY creates an ally; KEYCARD creates a collectible; SWITCH creates a power switch. If assets are missing, create a playable fallback blockout: a dark rectangular factory room enclosed by walls, with a corridor/inner-room layout, a glowing cyan grapple marker high on a wall, a blue-gray door, a glowing green keycard, one red enemy, one cyan ally, three switches, an exit pillar, and several small yellow toy-like cubes. The fallback room should have walls approximately 18 units wide, 4 units high, and a central corridor bounded by side walls. Place the exit as a pale blue glowing cylindrical pillar beyond the room.

The core objective loop is: explore the factory, use the hand tool to manipulate objects and traverse, talk to the ally, collect a keycard, activate all three power switches, then reach the exit pillar. Press F near the closest switch within about 1.8 units to toggle it. Switches are dark/red when off and change to bright green when on; show “Power switches: X/3” in the status HUD. When all switches are on, restore power, brighten the exit pillar, and display “Power restored — exit is now active.” Reaching the active exit within about 1.2 units completes the prototype and displays “Exit reached — Chapter complete (prototype).” Press F while aiming at the ally within about 3 units to show its line: “Ally: ‘I can reroute power… but you’ll need a keycard.’”

Implement two configurable Grabpack-style hands. Mouse button 1 uses the Right Hand and Mouse button 2 uses the Left Hand; prevent the context menu. Q cycles the Left Hand mode and E cycles the Right Hand mode through GRAB, GRAPPLE, and SHOCK. R drops a held object. In GRAB mode, raycast forward up to about 7 units: collect a visible keycard if aimed at it, otherwise pick up one of the spawned small cubes and hold it in front of the camera, smoothly moving and slowly rotating it; using Grab while holding an object drops it. F can also pick up a nearby keycard without aiming, and the status should report the keycard count. In GRAPPLE mode, raycast up to about 18 units for a grapple target and give the player a burst of velocity toward the hit point, with vertical pull reduced. In SHOCK mode, raycast up to about 4.2 units for an enemy; if hit, stun it for about 2.2 seconds and enforce a roughly 1.2-second cooldown. A missed shock still has a short cooldown.

Use simple geometric entities rather than copyrighted characters or logos. Enemies are red/pink emissive box creatures about 0.8 wide and 1.4 high. They continuously chase the player on the horizontal plane: move faster when within about 10 units, slower when farther away, and stop/chill while stunned; make stunned enemies glow more intensely. If an enemy touches the player within about 1.1 units while the player is alive, lose the game, stop player control, and show “You were caught. Refresh to try again.” Allies are simple glowing cyan capsule NPCs used only for the F dialogue interaction. Keycards are small bright green emissive rectangular cards. Doors are simple blue-gray panels; pressing F nearby opens one vertically if the player has a keycard, consuming one card, otherwise report “Door is locked — need a keycard.”

Include light synthesized interaction sounds if available after the first click/key press: tones for hand mode changes, grabbing/dropping, grappling, shock, switches, doors, keycards, jumping, ally dialogue, win, and defeat. Include a Tab key debug overlay that can be toggled on/off, showing asset names, alive/dead state, player position and velocity, grounding, keycard count, left/right hand modes, counts of colliders/grapple targets/doors/enemies/allies/keycards, and camera data. Keep the visual style as a minimal geometric prototype: dark blue-black factory blockout, colored emissive gameplay objects, fog, shadows, understated white-blue HUD, and no copyrighted characters, story content, logos, or exact franchise assets.

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