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Arcade › Wonderland Escape
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Wonderland Escape was built by Jake 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 Wonderland 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.
Create a hard first-person 3D horror escape game titled “Wonderland Escape,” rendered in a dark, moonlit haunted amusement park. Use mouse-look with pointer lock and a centered “+” crosshair; the player starts at the south end of a large enclosed park and moves with WASD, sprints with Shift, toggles a pulsing flashlight with F, and interacts with nearby objects and the gate using E. Space restarts after winning or losing, and clicking the canvas or the introductory button starts the game and locks the pointer. Build the park as a roughly 90-by-90 dark green-black ground plane enclosed by tall perimeter walls. Fill it with narrow maze-like paths formed by long hedge/wall barriers, crates, dead space, red/purple hazard lamps on posts, and several simple amusement attractions: three low circular rides with gray cylindrical bases, colored conical canopies and six pale blocky horses each, plus a dark red four-sided carnival tent. Add a pale moon in the distant sky. The visual style should be low-poly and atmospheric: blue-gray fog, nearly black surroundings, dim blue moonlight, red accent lights, shadows, and occasional flickering/pulsing lights. The main gate is at the north end around z=38: a large gray rectangular gate between wall sections, visible as the destination. The gate begins closed and rises/open when all keys are collected. The goal is to collect exactly three floating, rotating golden octahedral rusted keys, then reach the main gate and press E while standing in its exit zone. Place them in distinct difficult areas: near the left carousel at approximately (-30,20), in the southeastern/southern attraction area around (28,-24), and near the northeast side around (30,30). On collection, hide the key, increment a HUD counter, show a message, and after the third key raise the gate and change the objective to “All keys found. Reach the main gate.” Add three optional floating purple whisper-page pickups at approximately (-24,-34), (4,-34), and (34,6). They use the same nearby E interaction and rotating hover behavior. After all three are collected, remove/open a hidden dark door around the west side at (-34,-8), unlocking a small hidden mirror room/zone. If the player enters it and presses E, reveal the secret message in red italic text: “YOUR LIFE STAYS THE SAME FOREVER IN WONDERLAND.” Update the objective to indicate the truth has been learned, while still allowing the player to escape. Also, after roughly 210 seconds without finding the secret, display a similar whisper warning message. Include a roaming enemy called the Warden: a simple low-poly horror/clown-like figure with a very dark tapered robe/body, pale spherical head, and two glowing red eyes. Start it around (-18,-16). It wanders through the maze, chases the player when within about 18 units and line of sight, and navigates around walls with simple steering/repathing. It moves faster as keys are collected: base speed about 2.9, plus 0.85 per key, with a small additional increase after two minutes. If it reaches approximately 1.65 units from the player, it touches/attacks them, reducing sanity by one, producing a brief red screen/background hit flash, ominous sound/message, and a short attack cooldown. The player begins with 3 sanity; reaching zero causes a game-over overlay titled “You Stayed,” explaining that the park closes around them and prompting Space to retry. The victory overlay should say “You Escaped,” explain that the player slipped through the gate, report whether the secret was found, and prompt Space to return/restart. Implement the flashlight as a forward-facing spotlight attached to the first-person camera. It is off initially, toggled with F, flickers slightly while on, and illuminates foggy paths. Its battery starts at 100%; it drains while on and drains faster while sprinting, recharges slowly when not sprinting/flashlight-off, clamps from 0 to 100, and automatically switches off at zero. Sprinting is faster than normal movement but should be limited when the battery is low. Include dim atmospheric fog whose density increases as sanity drops and decreases slightly when the flashlight is active. Use simple synthesized eerie audio: tones for flashlight toggles and pickups, noise/low tones when attacked, and start audio on click or key input. The HUD must be fixed over the 3D view with a refined serif/cinematic horror look. At top left show “WONDERLAND” and the objective initially “Find 3 keys. Escape the park.” At top right show “Keys: 0/3,” “Whispers: 0/3,” “Sanity: 3,” and “Flashlight: 100%,” updating live. At bottom center show a translucent dark message box for interaction/status messages such as “Press E — Carousel key,” “The Warden touched you,” or “Press E at the gate.” Keep the crosshair centered. On the initial full-screen overlay, show the title “Wonderland Escape,” explain that the player is trapped in a haunted amusement park and must find three rusted keys and reach the exit gate, warn that the Warden hears sprinting and the dark is never empty, list WASD/mouse/Shift/F/E controls, emphasize “Super hard mode: the Warden gets faster with every key,” and provide a dark red “Enter Wonderland” button.