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Yellow Halls

  • 3d
  • first-person
  • horror
  • backrooms
  • maze
  • mobile
  • exploration
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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. Albert Brownlee 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 Albert Brownlee what you would add next.

Make your own game

Yellow Halls was built by Albert Brownlee 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 browser-based 3D first-person exploration horror game titled "Yellow Halls". Use Three.js-style realtime 3D rendering with a perspective FPS camera, responsive full-screen canvas, and mobile-friendly controls: a left virtual joystick moves the player, dragging on the right side looks around, and a large INTERACT button is tapped near computers. Begin with a centered dark start overlay titled YELLOW HALLS, explaining that three computers are hidden in the backrooms, their sequences must be completed to unlock the exit, and an entity is already searching; include an ENTER THE BACKROOMS button. Once started, hide the overlay and place the player in a dim yellow-beige backrooms maze.

Environment and camera: make a low-poly, intentionally simple enclosed maze on a large brown floor with a matching ceiling around 3.2 units high. Use warm, muted materials: dark brown world background and fog, tan/yellow plaster-like walls with darker trim, brown floor, and a gray-beige ceiling. The maze is made from thick rectangular wall segments with readable corridors and dead ends, roughly spanning x=-8 to 11 and z=-10 to 10. Recreate the visible layout with outer and interior walls: a tall wall at x=-8 extending from z=-12 to 4, a horizontal wall around z=-10 from x=-8 to 4.5, a tall wall at x=5 from z=-10 to 2, a tall wall at x=11 from z=-11 to 3, an outer bottom wall around z=10 from x=-8 to 4.5, a left lower wall near z=7, a central vertical wall at x=2 from z=-2 to 10, a horizontal wall around z=1 from x=2 to 12, a horizontal wall near z=-1 from x=-6 to 2, a short horizontal wall near z=4, and a short vertical wall near x=5 around z=8. Place the player at approximately (-5, 0.15, 7). Keep collision with the floor and walls so the player navigates corridors rather than walking through geometry.

Light the halls with a warm hemisphere light and directional light, plus several bright emissive fluorescent rectangular strips mounted just under the ceiling. Include strips around positions corresponding to (-5,-7), (3,-7), (8,-7), (-5,2), (3,2), (8,5), and (-5,8). The result should feel sparse, eerie, and yellow-lit rather than highly detailed. Enable soft-looking shadows, fog, and a dark brown background.

Place three identical simple computer terminals in the maze at approximately (-5,-8), (5,-7), and (6,6). Each is a small blocky desk with a dark monitor, stand, and glowing teal/green screen. The player can interact only when within about 2.4 units. Each terminal requires three separate taps of INTERACT: show a contextual hint such as "Computer 1: tap INTERACT to enter sequence 1/3", increment its sequence progress, and make the screen glow more strongly as progress is entered. On the third interaction mark that computer complete, turn its screen bright green, and update the objective counter from 0/3 through 3/3. The terminal remains completed and cannot be progressed further. The HUD status should say "Find the computers: 0/3" and initially "Complete all terminal sequences."; before all are solved use "Keep searching." and after all three use "Exit unlocked — find the red door." Hide the hint when not close to an unfinished terminal.

Add a simple red locked exit door/block at approximately (10, 1.2, 9), visible as a red vertical rectangular door at the edge of the maze. It should become green when all three computers are completed. If the player has solved all terminals and comes within about 2 units of the exit, show a full-screen dark green-tinted victory overlay titled "EXIT UNLOCKED", with the message "You found the way out." and a PLAY AGAIN button that reloads/restarts the game. Do not allow the exit to win before all terminals are complete.

Add the pursuing entity: load or use a humanoid zombie-like 3D character with a running animation, initially at approximately (9, 0, -7), facing into the maze. It starts pursuing only after the game begins, continuously moves directly toward the player's x/z position at about 0.82 units per second, rotates to face the player, and has a running animation. When closer than 1.25 units, change the status message to "RUN — it found you." and increase its speed to about 1.05. If it reaches within 0.85 units, reset the player to the starting position and show "It caught you. Keep moving." The enemy is an ominous moving threat, not a combat target; there are no weapons or attacks.

HUD: pin a small upper-left title "YELLOW HALLS" with letter spacing and shadow. Under it place a translucent dark status panel showing the computer objective and progress. Put a 150x150 minimap in the upper-right with a dark nearly-black background and a thin rounded tan border. Draw the maze walls as tan outlines, unfinished terminals as yellow squares, completed terminals as green squares, the exit as a red square, and the player as a blue dot. Keep a contextual interaction hint centered near the bottom above the controls, in a dark rounded rectangle. Put the prominent rounded INTERACT button at lower right with a gold border, dark brown fill, and pale yellow text. Preserve the restrained palette of dark brown, tan, yellow, teal, red, blue, and green, with simple geometric visuals and no invented extra systems such as score, health, ammo, or combat.

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