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Yellow Static

  • 3d
  • first-person
  • horror
  • survival
  • collection
  • maze
  • stealth
  • mobile
0
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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. Random Dude built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Yellow Static yet. Play it, then tell Random Dude what you would add next.

Make your own game

Yellow Static was built by Random Dude 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 Static 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 Static

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 collection game titled “Yellow Static.” The player is a hazmat worker inside a stale, abandoned 1970s office/retail labyrinth with yellowed wallpaper, soggy brown-orange carpet, a low stained ceiling, dark fog, and constantly buzzing/flickering fluorescent tubes. Use a Three.js-style first-person camera with a small glowing center dot, collision against maze walls, a warm sickly yellow-brown palette, strong helmet-lamp illumination around the player, soft ambient fill, and shadowed corridors. Build the labyrinth procedurally on a deterministic 27-by-27 cell grid: each cell is 6 units, with outer boundaries and irregular interior wall blocks, while the player start cell and collectible/exit cells remain open. The walls should be tall box-like blocks covered in a generated repeating yellow wallpaper texture with horizontal/vertical lines and grime speckles; the floor should use a generated repeating brown-orange wet-carpet texture; the ceiling should be dark beige/olive and low. Place many rectangular fluorescent tubes near the ceiling, each with a small warm point light and subtle flicker.

The goal is to find and collect exactly 8 lost cassette tapes scattered through the maze. Each tape is a small custom 3D cassette: a dark rectangular body, a raised yellowed label, and two black reel cylinders. Tapes hover slightly, rotate, and bob, disappear when the player gets within about 1.45 units, and increment the HUD counter. Start with “TAPES 0 / 8.” When all eight are collected, reveal a red glowing exit door at a fixed distant maze cell, with a bright yellow exit sign above it. The player wins by reaching the door, showing a dark overlay card reading “EXIT FOUND,” explaining that all eight tapes were escaped with, and a RESTART button.

Add the enemy Pirate Peter, a tall pirate-costumed humanoid entity loaded from a pirate Captain Barbarossa GLB model. Stretch it vertically, add a tall warped pale face plate and two uneven glowing pale eyes, cast shadows, and animate its walk/idle animation. Peter begins elsewhere in the maze and continuously stalks/chases the player with collision-aware movement; make him faster and more threatening as tapes are collected and when close. Display his proximity in the top HUD as “PETER: FAR,” changing to “NEAR,” “CLOSE,” or “RIGHT BEHIND YOU.” If he reaches within roughly 2.2 units, stop the run and show a black/red shaking jumpscare overlay with a skull symbol and “PIRATE PETER GOT YOU,” then automatically reset the run after a short delay.

Give the player a camera-flash defensive mechanic. Desktop F or mobile CAMERA FLASH triggers a brief full-screen white flash, temporarily brightens the helmet lamp, plays a camera sound, and has a roughly 7.2-second cooldown. If Peter is within about 24 units, hide/banish him for 5 seconds, show “FLASHED AWAY” and a countdown in the HUD, then respawn him behind the player at a non-blocked position. If the flash is cooling down, indicate the remaining seconds and do not fire it. Synthesize audio with Web Audio: a quiet softened fluorescent electrical buzz and noise ambience, louder wet-carpet-style footsteps that differ while sprinting, tape pickup tones, camera flash sound, and a low scare hit.

Controls: on desktop, WASD or arrow keys move relative to the player’s yaw, mouse look works after clicking/pointer-locking the canvas, and Shift sprints. Sprinting is faster but drains a stamina value that regenerates when not sprinting; movement is blocked by maze walls. On mobile/touch devices, provide a visible left virtual joystick, visible arrow movement buttons, a right-side touch look area, and a CAMERA FLASH button. Keep the look pitch clamped. The HUD should be an unobtrusive full-screen overlay in cream/yellow text with translucent dark panels: top-left tape count, top-right Peter danger status, and a camera status panel; show contextual instructions near the bottom and a tiny center reticle. Begin with a centered dark title card reading “YELLOW STATIC,” describing the hazmat worker, labyrinth, eight tapes, and Pirate Peter, plus an “ENTER THE LABYRINTH” button. Include responsive mobile controls and preserve the oppressive sparse yellow-black visual style throughout.

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