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Ward 13

  • 3d
  • first-person
  • horror
  • exploration
  • survival
  • mobile
  • desktop
0
Remix it Discord

4 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Helen McVay 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 Helen McVay what you would add next.

Make your own game

Ward 13 was built by Helen McVay 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 first-person 3D horror exploration game titled “Ward 13,” set inside a long, abandoned hospital corridor. The player starts at the front lobby/exit at the near end of a dark, narrow central ward and must explore four pairs of side rooms, recover exactly three glowing patient files, then return to the front exit door and interact with it to escape. The hospital is a long rectangular building: a central corridor extends roughly 120 units into the distance, with dirty blue-gray walls, dark mottled floors and ceilings, heavy blue-black fog, low ambient lighting, flickering cool ceiling lights, and red emergency lighting deep in the lower ward. Side-room openings occur along the corridor; side rooms are dark rectangular spaces with simple hospital gurneys/cots as obstacles. Place the three files in specific side rooms: one on the left near the front (around the first room), one on the right in a middle room, and one on the left farther down the ward. Each file is represented by a small floating rectangular patient-folder/paper object with a pale blue-white glow, slowly bobbing and rotating, and can be collected when the player is within about 1.8 units and presses the interact key. The front exit is a dark door at the starting end of the corridor; it is interactable within about 2.2 units, but remains sealed until all three files are collected. Use a first-person perspective with a small circular crosshair centered on screen and a flashlight attached to the camera, casting a strong narrow cool-white beam into the darkness. The flashlight starts on and can be toggled. Use realistic/simple low-poly geometry and procedural noisy materials: grimy gray-blue hospital surfaces, nearly black shadows, subtle reddish stains/details, and a stark minimalist horror presentation. Add a tall shadowy monster in the lower ward: a black humanoid with a capsule-like torso, round head, and two small glowing red eyes. It begins dormant near the far end. Recovering the first file wakes it; while awake it patrols back and forth in the deep corridor. It begins actively chasing when the player gets sufficiently close, goes deep into the ward (past roughly z=-70), or unlocks the exit after finding every file. During a chase, show the status “Heartbeat rising,” have the monster move directly toward the player at a faster speed, and end the run if it comes within about 1.3 units. On capture, darken/show a centered modal with “Caught,” a failure message about the lower ward dragging the player into the dark, and a “Try Again” restart button. On successful exit interaction, show an end modal/message stating that the player escaped Ward 13 with the patient files. Include an initial full-screen start modal with the title, premise, controls, and an “Enter Hospital” button; do not begin movement until it is pressed. HUD: top-left translucent panel reading “Files 0 / 3” that updates as files are collected; top-right panel initially reads “Signal lost,” changes to “Something moved” when the monster wakes, “Heartbeat rising” during pursuit, and “Exit unlocked” when all files are found (prioritize chase status). Display contextual centered bottom messages such as “Search the side rooms. Press E near files or the exit,” “Patient file recovered. 2 left,” “You found every file. Get back to the front exit now,” “The exit is sealed. Find all 3 patient files first,” and “Run. It heard you.” Controls must support desktop WASD movement, mouse look with pointer lock, Shift sprinting, F flashlight toggle, and E interaction. Also support mobile/touch play with a left virtual analog pad for movement, right virtual analog pad for looking, and visible Sprint and Flashlight buttons on the right. Movement should be collision-limited by hospital walls and furniture, with normal speed about 5.5 and sprint speed about 1.6x. Add a subtle flickering-light effect, flashlight illumination, fog, and a low-ambient atmospheric tone. Keep the interface sparse: translucent dark panels, thin pale borders, uppercase letter-spaced labels, white-gray text, and no decorative elements beyond the crosshair and controls. The central gameplay camera should match a claustrophobic, mostly black corridor view where the flashlight reveals nearby walls, doors, and furniture.

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