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Ward 13

  • 3d
  • first-person
  • horror
  • survival
  • exploration
  • psychological-horror
  • mobile
  • desktop
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. brooklynmarvel007 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ward 13 yet. Play it, then tell brooklynmarvel007 what you would add next.

Make your own game

Ward 13 was built by brooklynmarvel007 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 Ward 13 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 Ward 13

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 desktop/mobile first-person psychological horror exploration game titled “Ward 13.” The player is inside a compact abandoned hospital ward made from a dark, grid-like layout: a long three-tile-wide central corridor, six square side rooms arranged above and below it, narrow door openings connecting rooms to the corridor, and a couple of small side nooks. Use a low-poly Three.js-style 3D presentation with a cold blue-gray palette: charcoal floor tiles, rough blue-gray walls, very dark ceiling trim, sparse grime marks, heavy dark fog, and a nearly black background. The camera is first-person with mouse look and pointer lock on desktop, plus touch joystick movement and right-side drag look on mobile. Place a small crosshair at screen center.

The objective is shown in a translucent HUD at the top: “Objective: Find 3 keycards,” “Keycards: 0/3,” a turquoise Stamina bar, a red Fear bar, and “Flashlight: ON/OFF.” The opening overlay should read “WARD 13,” followed by “An abandoned hospital. A locked exit. Something is still working the night shift.” and the controls “Click to start · WASD move · Mouse look · Shift sprint · F flashlight · E interact · R restart.” On mobile, show a virtual left joystick and buttons labeled SPRINT, USE, LIGHT, and RESTART.

Give the player first-person movement at normal speed and limited sprinting: WASD moves relative to view, Shift temporarily increases movement speed, stamina drains while sprinting and regenerates when not sprinting. F toggles a camera-mounted cone flashlight; it illuminates a short forward range and can jitter/intensify when fear is high. E interacts with nearby objects. Put three small glowing cyan/teal keycard meshes hovering in separate rooms/areas, specifically one in an upper-left room, one in a lower-middle room, and one in an upper-right room. They rotate and bob slightly. When the player is close and presses E, hide the card, increment the keycard counter, and briefly trigger a scare effect. Once all three are collected, change the objective to “Go to the EXIT door.”

At the far right end of the central corridor, place a dark rectangular exit door with a red EXIT sign above/near it. The sign stays red while locked and turns green after all three keycards are collected. E near the door opens it only when all cards are held, changes the objective to “Escaped,” and displays a centered ending overlay: “YOU GOT OUT,” “The ward goes silent behind you. For now.” and “Press R to restart.” If the player tries early, show a temporary objective such as “Need 2 more keycard(s).”

Add an enemy called The Orderly: a simple unsettling low-poly maroon/dark capsule-shaped humanoid cryptid with a small red glow/light near its head or eyes. Start it near the right side of the corridor. It patrols by choosing random walkable floor cells and moving toward them, colliding with walls. It can hear the player within a smaller radius while walking and a larger radius while sprinting, investigates nearby noise, and sees the player only with line of sight and within roughly 11.5 world units. When it sees the player it switches to a faster chase, changes the objective to “RUN,” and continues pursuing the player; it can return to patrol after losing sight and sound of the player for a few seconds. Contact within about 1.2 units ends the game, displays “CAUGHT,” “A cold hand. A wet breath. Then nothing.” and “Press R to restart.”

Use six cold fluorescent corridor lights represented by point lights and thin horizontal glowing tubes. Make them continuously flicker with occasional sharp dim glitches; keep the ward hazy and dark enough that the flashlight and pools of cold light matter. Add a dark vignette whose opacity increases with fear. Fear should rise smoothly as the Orderly approaches, increase during a chase, creep upward when the flashlight is off, and receive spikes from scare beats and keycard pickups. Include a heartbeat whose pulse rate increases with fear, simple footstep sounds while moving, a low ambient drone, and short synthetic stingers for sightings, pickups/scares, and capture; initialize audio after the first click/key interaction so browser autoplay rules are respected.

Place scripted proximity scare triggers along the corridor and near room thresholds. As the player enters their small trigger radii, fire one-time beats of types flicker, silhouette, or blackout. Each beat briefly adds a bright flash overlay, scanline/static overlay, camera shake, a fear spike, a short stinger, and temporary glitch symbols in the objective text. Flicker beats emphasize the light disturbance; blackout beats briefly drop corridor light intensity nearly to zero; silhouette beats briefly place a black capsule-like human silhouette with two red glowing eyes a few meters ahead of the player, facing them. Include beats around the left/middle/right corridor and a few room entrances. Restart with R (or the mobile RESTART button) should reset cards, player position, stamina/fear, monster state and position, scare triggers, overlays, flashlight, and objective.

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