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Yellow Halls

  • 3d
  • first-person
  • survival
  • maze
  • horror
  • backrooms
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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. Eleanore Hancock built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Yellow Halls yet. Play it, then tell Eleanore Hancock what you would add next.

Make your own game

Yellow Halls was built by Eleanore Hancock 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 Yellow Halls 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 Yellow Halls

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 survival maze game titled “YELLOW HALLS.” Use Three.js or an equivalent WebGL engine with a perspective FPS camera, starting inside a large procedurally generated 31×31-cell maze. Generate the maze by carving passages from the upper-left cell through an initially solid grid, then add irregular 3×3 open rooms, side pockets, and occasional branch openings so the corridors feel like a looping, maze-like backrooms layout with varied dead ends. The player starts at the upper-left passage around (1,1), while a hostile entity starts near the opposite lower-right corner around (29,29). The maze should have a floor, a low ceiling, and tall blocky corridor walls; use CELL size approximately 3.2 world units, wall height about 3.2, player eye height around 0.95, and a camera FOV near 72 degrees.

The visual style is dark, atmospheric, and aged yellow/backrooms-like: dark brown ambient environment and fog, yellow-beige walls with some slightly lighter wall sections, a muted ochre-brown floor, and a dark brown ceiling. Add warm cream/yellow directional and hemisphere lighting plus a subtle warm point light. Place small pale fluorescent ceiling panels intermittently in navigable cells, with a faint warm emissive glow. Use shadows/rough materials or equivalent to keep the walls matte and distressed-looking, but do not add objects that are not part of the maze.

The player is a free-look FPS character controlled with WASD or arrow keys, mouse to look, Shift to run, and Space to jump; support touch/mobile controls as appropriate. Begin on a title screen overlay covering the scene with a dark translucent gradient. Center a brown translucent panel with a thin pale-gold border, the large spaced-out gold title “YELLOW HALLS,” the text “Find your way through a looping backrooms maze. The entity is already hunting you.” and a gold button labeled “ENTER THE HALLS.” Starting the game hides this panel and begins the chase, optionally requesting pointer lock.

The pursuer is a simple nearly black/dark-red capsule-shaped humanoid body, positioned low in the maze, with two small glowing red eyes on its front. Each frame while the game is active, have it move directly toward the player across the horizontal plane at roughly 1.2–3.0 world units per second depending on distance, rotate to face the player, and clamp it within the maze bounds. It catches the player when within about 1.35 units. There is no combat, inventory, score, ammo, or health system: the core objective is to navigate and avoid the entity. There is also no victory screen; the meaningful terminal state is being caught.

HUD: show a small dark translucent status box at the top-left reading “DISTANCE UNKNOWN” until the entity is within 8 meters, then show “ENTITY DISTANCE X.Xm” with the current distance. At the top-right, show a 150×150 pixelated minimap in a dark brown translucent square with a thin pale-gold border and padding. Render maze walls dark brown and walkable cells light yellow-beige; mark the player with a small cyan dot and the entity with a small red dot. Keep the map visible during play. Add a full-screen danger vignette/overlay that gradually becomes a faint translucent red background with a thicker red border as the entity approaches, based on threat increasing as distance falls toward 18 meters. At the bottom center, show the hint “WASD / arrows to move · mouse to look · Shift to run · Space to jump” on a small translucent dark strip; hide this hint on coarse/touch pointers.

When the entity reaches the player, stop movement/chase, display a full-screen dark red translucent game-over overlay, and center a dark reddish panel with a thin orange-red border, the heading “CAUGHT,” the text “The halls went quiet.” and a button labeled “TRY AGAIN.” Pressing restart resets the player and entity to their original positions and resumes play. Make the layout responsive: on touch devices reduce the minimap to about 150px and position it near the top-right edge. The overall presentation should match the attached view: mostly open shadowy brown/yellow first-person space, with the minimap prominent in the upper-right and subdued HUD overlays rather than a busy interface.

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