Appearance
Arcade › Whisper Maze
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Shehroz Sarfraz built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Whisper Maze yet. Play it, then tell Shehroz Sarfraz what you would add next.
Whisper Maze was built by Shehroz Sarfraz 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 Whisper Maze 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.
Create a mobile-friendly browser 3D game titled “Whisper Maze.” Use Three.js-style WebGL rendering with a dark, atmospheric fixed maze viewed from a high, slightly behind-the-player third-person camera. The scene should have an almost-black navy background, subtle fog, a dim cool-blue hemisphere light, a pale blue directional moonlight, a purple point light near the player, and a bright cyan player point light. Build a 13-by-13 grid maze from this exact layout, where # is a solid wall, S is the start, and E is the exit: ############# S....#......# #.##.#.####.# #....#....#.# ####.####.#.# #....#....#.# #.####.##.#.# #......#..#.# #.######.#..# #........##.# #.#########.# #..........E.# ############# Use cells of about 2 world units. Add a large dark floor plane and tall, chunky rectangular wall blocks (about 2.7 units high), with very dark blue-gray rough materials. The maze should feel empty, shadowy, and difficult to see, with fog reducing distant visibility. The player starts at S and is a small glowing light-blue capsule-like survivor, with a tiny bright cyan sphere/glow above it. Place a pursuing flying ghost-skull 3D model at the upper-right-side starting area (the code uses cell x=N-2,z=1), with an idle flying animation if available. The ghost should continuously move directly toward the player, gradually becoming faster as elapsed time increases, and should face the player. It does not need sophisticated pathfinding; reproduce the direct pursuit behavior. If the ghost gets within about 1 world unit, end the run as a loss. The only objective is to reach E. Move the player with WASD: W moves forward in grid/world negative Z, S positive Z, A negative X, and D positive X. Also provide a virtual joystick on touch devices in the lower-left: an outlined circular pad with a translucent blue thumb that controls X/Z movement. Constrain player movement against maze walls using grid collision checks, allowing sliding along walls. Use a movement speed around 3.2 world units per second. The player can win when within about 1 world unit of the exit. The timer starts at zero and runs during play; there is no score, inventory, health bar, or extra collectible system. Render a HUD as a screen-space overlay. At the upper left show “WHISPER MAZE” in bold pale blue-white text, then “Time 0.0s” (updating to one decimal place), then “WASD / joystick to move.” At the upper right show the pink-red instruction “Find the exit. Do not stop.” during play. Put a translucent dark strip behind the top HUD. Draw the virtual joystick around 16% of screen width and 78% of screen height, with a thin pale blue circular outline roughly 58 px radius and a translucent blue inner thumb roughly 24 px radius. When the player reaches the exit, stop gameplay and show a dark translucent full-screen overlay with centered green text “YOU ESCAPED,” followed by “You made it in X.X seconds.” and “Tap or press R to try again.” When the ghost catches the player, show the same style loss overlay with pink-red “IT FOUND YOU,” the line “The maze remembers your footsteps.” and the same restart instruction. Pressing R or tapping the lower part of the screen resets the timer, player, ghost, and message to the initial play state. Keep the visual style minimal, eerie, low-light, blue/purple neon accents, simple geometry, and a mostly top-down perspective matching the screenshot.