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Arcade › Toyworks Escape
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Silas Potter built it with Cinevva, so it works on a phone or a tablet too.
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Toyworks Escape was built by Silas Potter 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 Toyworks 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.
Recreate a browser-based first-person horror game titled “Toyworks Escape.” Use a Three.js-style 3D first-person camera with pointer lock: the player starts inside a dark abandoned toy factory at approximately (0, 1.6, -20), looking through a 70-degree perspective camera. Mouse movement controls yaw and pitch, with pitch clamped so the player cannot look fully backward; clicking starts the game and locks the mouse, and Escape unlocks it. Use WASD for movement relative to the camera, with normal speed around 4.6 and Shift sprint around 7.2. Sprint drains a stamina meter and stamina regenerates when not sprinting. Prevent movement through the maze walls using radius-based collision. Build a simple hand-authored square maze on a 4-unit grid, enclosed roughly from grid coordinates -6 to 6, with many internal wall segments forming corridors and rooms. Walls should be dark nearly-black blue-gray blocks about 4 units wide and 3 units high, with a dark floor, heavy exponential fog, and overhead ceiling beams arranged across the facility. Add a few brightly colored toy-like crates for contrast: pink/red, mint green, blue, and yellow crates placed around the outer areas. Keep the overall palette desaturated, cold, and very dark, with occasional toy accent colors. The goal is to collect exactly five glowing golden power fuses distributed around the maze, at the four corners and near the center. Each fuse is a small vertical cylinder with dark end caps, spins slowly, and emits a subtle warm glow. The player has a first-person grab-hand tool: clicking the left mouse button raycasts from the center crosshair toward a fuse or exit control panel within view. When successful, animate a small blue glove/hand tip on a dark cable from the lower-right hand position out to the target and back; while retracting, pull the fuse along the cable, then remove it and increase the collected fuse count. Do not allow another grab during the short out-and-back animation. Place a large dark exit door at the far end of the facility, around (0, 1.3, 24), with a dark frame and a small control panel beside it. The panel can always be targeted by the grab-hand, but pressing it before all five fuses are collected should produce a brief red/emissive locked feedback and a rattle/click. Once the HUD shows 5/5 fuses, the panel gains a subtle green glow; grabbing/pressing it opens the exit and immediately displays a win screen saying “You Escaped,” with a short message that the door groans open and the outside air is colder. The win screen has a Restart button. Add a stalking enemy called the Shadow, represented by a nearly black smooth sphere about 0.75 units wide. Start it away from the player, around (14, 0.9, 10), and have it continuously pursue the player while respecting wall collision. It normally moves at about 1.65 units per second, but becomes faster, about 2.5, when the player is in darkness; if it is inside the flashlight beam it slows to about 0.85. The flashlight only counts as lighting the Shadow when it is on, has battery remaining, the Shadow is within 16 units, and it is inside the forward beam cone (roughly 30 degrees). If the player is in darkness and the Shadow is more than 10 units away, occasionally teleport it to a noisy position roughly 8 units behind the player, with a cooldown of several seconds. Give the player a forward flashlight that flickers subtly. Press F to toggle it. The normal beam is a cool pale blue-white spotlight, with a limited range and narrow cone; holding the right mouse button temporarily boosts it to a brighter, somewhat wider and longer beam. The normal flashlight drains battery slowly, the boost drains it much faster, and keeping the Shadow inside the beam adds extra battery drain. When the battery reaches zero, the light turns off functionally even if toggled on. This creates the intended tradeoff: light slows the Shadow but the battery is finite. Use very dark ambient and directional moon-like lighting so the flashlight is important. Track a fear meter from 0 to 100. Fear rises rapidly when the Shadow is close, especially when the player is in darkness, and falls when it is far away. At 100 fear, show a loss screen saying “You Died” and a short death-cause line. Choose the cause based on the actual state, such as “Your light died,” “You ran out of light,” “It heard you sprint,” or “You kept it in the beam… too long,” otherwise “It found you.” Provide a warning sound shortly before the Shadow becomes lethal, especially when it is close and unlit. Add a heartbeat that becomes more intense as the Shadow approaches. The HUD should remain fixed and minimal over the 3D view: top-left “FUSES 0/5” updating to 5/5, top-right “FEAR 0%” updating to the current percentage, and two horizontal bars labeled Battery and Stamina. Use pale blue/white gradient fills and dim translucent backgrounds. Include a small center crosshair and a hint line reading approximately “Click to start • WASD move • LMB grab-hand • Hold RMB boost • F flashlight.” Start with a centered dark translucent instruction panel titled “Toyworks Escape,” explaining the factory is quiet, WASD/Shift movement, mouse look, F flashlight, LMB grab-hand, and RMB brighter beam, with an Enter button and the tip “light buys you time — but the battery always runs out.” Use a dark blue-black background, fog that obscures distant corridors, soft shadow casting, a subtle flickering spotlight, and a restrained film-grain/scanline overlay over the screen. Audio should include a low sustained ambient drone, occasional distant pink-noise hits, a heartbeat that ramps near the Shadow, a short toy-like squeak warning when it is very close and unlit, and small synth/click sounds for grabbing and panel feedback. Keep the horror presentation understated: dark corridors, sparse geometry, fog, cold flashlight, and bright toy-colored crates/fuses as the only strong color accents. Ensure the game is playable from start to win or fear-based loss, with restart returning to a fresh run.