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Vent Watch

  • 3d
  • survival
  • horror
  • security
  • arcade
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. Jaivon Wright built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Vent Watch yet. Play it, then tell Jaivon Wright what you would add next.

Make your own game

Vent Watch was built by Jaivon Wright 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 Vent Watch 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 Vent Watch

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 compact first-person 3D office-survival game titled “Vent Watch.” The player is stationary inside a dark sci-fi security office, viewed through a perspective camera. The room has blue industrial lighting, dark metal walls and floor, a desk and terminal, side hallway entrances, overhead pipes, and three clearly separated ceiling vent sectors. Use readable low-poly/procedural geometry and emissive colors: a yellow three-strand Extension Cord crawling across the ceiling, bright green Ivy in the overhead pipes with neon-magenta sap drops, a rotating fan unit, a red-glowing Oreo cookie enemy, a pink Boba drink with straw and dark pearls, and sticky black pearls splattered on the right hallway window. Kenney-style low-poly office/space props can be used for the desk, monitor, pipes, fan, and plants.

The sole goal is to survive a 3-minute shift while keeping Main Power above 0%. Begin at 100% power and show a large HUD power bar labeled MAIN POWER with a percentage, plus a timer formatted like “0:00 / 3:00.” Power drains slowly over time, with additional losses from threats, incorrect actions, and keeping doors closed. If power reaches zero, show a loss overlay titled “Power Baseline Lost”; if 3 minutes elapse with power remaining, show “Shift Survived” and the remaining power.

Implement four threats with distinct counters and state feedback in a threat/status HUD:
1. Extension Cord: a long yellow cable visibly advances from the outer ceiling sectors across all three sectors toward the right office ceiling vent. When it reaches the end it becomes plugged in and drains power at 2% per second. Press High-Heat / H to fire a bright orange-red Thermal Grid across the ceiling. If the cord is sufficiently advanced or plugged in, the heat makes it retreat and temporarily stuns it; firing too early wastes 2.5% power. Give the action a short cooldown and show heat bars/glow while active.
2. Ivy: periodically becomes active and crawls only along the overhead pipes toward the office ceiling. It leaves falling neon-magenta sap drops and drains power heavily after reaching the ceiling, especially when the player is not looking up. Press Look Up / Space to toggle a ceiling-focused camera view; then press Bristle Fan / F to activate the fan. The fan only counters Ivy when looking up and Ivy is sufficiently advanced; it pushes Ivy back and stuns her. Using it without looking up wastes some power, while using it too early merely whirs. Give it a short cooldown and visible spinning/glowing feedback.
3. Oreo: office noise from heat, fan, doors, and cleaning raises a noise/stress meter. When stress is high enough, a dark cookie with a visibly neon-red filling silently sprints down the left hallway without sensor lights. Near the left door frame it produces intermittent faint rattle notices/audio. Toggle Left Door / A at the right moment to close the sliding metal security door and stop it. If it reaches the office while the door is not closed, cause a major power loss and reset the encounter. The Oreo status should expose stress/noise when inactive and warn of the silent sprint/rattle when active.
4. Boba: after the early game, a pink boba cup stalker with lid, straw, and visible pearls advances down the right hallway. During the middle of its approach it enters a posing window. The player must use Right Cam / C to switch from the office view to a right hallway camera view and recognize the pose, then toggle Right Door / D to close the right sliding security door during that pose. If missed, Boba splatters sticky black tapioca pearls on the right hallway camera window, costs power, and increases a pearlSlow value that makes both doors close more slowly. Press Clean Pearls / X to remove some splats, restore door speed incrementally, cost a small amount of power, and create noise. A closed right door can also stop Boba at the end of her route, but the intended counter is catching the pose.

Provide large, high-contrast sci-fi HUD cards for Extension Cord, Ivy, Oreo, and Boba, with status text such as cord position/plugged drain, Ivy pipe/sap state, Oreo stress/noise or rattle warning, and Boba pose/pearl slowdown. Highlight cards in danger when a threat is near and in a counter/safe state when correctly handled. Add a central notice panel that gives contextual instructions and warnings, such as “Cord is plugged in. Hit HIGH-HEAT now,” “Ivy is overhead. LOOK UP, then BRISTLE FAN,” “Faint rattle at the left frame. Close LEFT DOOR,” and the Boba/right-camera warning. Put large bottom action buttons matching the visible controls: LOOK UP (Space), HIGH-HEAT (H), BRISTLE FAN (F), RIGHT CAM (C), LEFT DOOR (A), RIGHT DOOR (D), and CLEAN PEARLS (X). Support both clicking/tapping the buttons and the keyboard shortcuts. Buttons should visibly toggle for camera/door state and dim during cooldown or when cleaning is unavailable.

Camera behavior: default office view looks across the security room toward the back wall and ceiling; Look Up raises/tilts the view toward the vent and pipe area; Right Cam moves to a right-side hallway camera framing the right window/approach and Boba. Doors should visibly slide vertically between open and closed positions with a slower animation when pearls are present. Add subtle lighting flicker as power becomes low, contextual audio cues for zap, fan, door, click, and faint metal rattle, and a start overlay/instruction screen followed by an end overlay. Keep the aesthetic dark, blue, industrial, readable, and tense, with no movement or exploration beyond toggling views, monitoring status, and operating the defenses.

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