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Arcade › Yellow Static

Yellow Static

  • 3d
  • first-person
  • horror
  • maze
  • backrooms
  • chase
  • survival
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. Eleanore Hancock 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 Eleanore Hancock what you would add next.

Make your own game

Yellow Static 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 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 browser-playable first-person 3D horror maze game titled “Yellow Static.” Begin with a full-screen dark amber/brown title overlay over a dim yellow room: centered bordered panel, large widely letter-spaced uppercase yellow title “YELLOW STATIC,” subtitle “Find a way through the endless yellow rooms. The thing behind you learns the maze.” and an outlined amber button labeled “ENTER THE BACKROOMS.” Clicking the button hides the title screen and starts the game.

Build the world as a fixed 21-row by 23-column grid maze. Use # for solid wall cells and . for open cells, with this exact map:
#######################
#.........#...........#
#.#######.#.#########.#
#.#.....#.#.#.......#.#
#.#.###.#.#.#.#####.#.#
#...#...#...#.#...#...#
###.#.#########.#.#####
#...#.....#.....#.....#
#.#######.#.#########.#
#.........#...........#
#####.#############.###
#...#.......#.......#.#
#.#.#.#####.#.#####.#.#
#.#...#...#...#...#...#
#.#####.#.#####.#.#####
#.......#.....#.#.....#
#.#############.#.###.#
#...............#...#.#
#.###############.###.#
#.....................#
#######################

Make each cell about 3.2 world units wide. Construct a continuous floor, ceiling, and tall box walls around the maze. The aesthetic is an oppressive yellow backrooms interior: mustard/gold walls, brown-gold floor, darker ochre ceiling, very dark brown ambient background, heavy fog, soft warm yellow lighting, and strong shadows. Add occasional small recessed glowing fluorescent rectangular ceiling panels in open cells, with a subtle emissive pale-yellow glow. Keep the room geometry simple and blocky, with no decorative objects besides the ceiling panels.

Use a first-person camera with mouse pointer-lock controls on desktop. Movement is WASD/arrow-key style walking at roughly 4.4 units per second, with collision against the maze walls. Allow mouse drag/look and normal first-person vertical look; the implementation also supports jumping, so include a modest jump with gravity if the engine’s FPS controller provides it. On narrow/mobile screens, show two translucent circular touch controls along the bottom: a left “MOVE” pad for virtual directional movement and a right “LOOK” pad for dragging the camera. Hide these pads on desktop.

Place the player in the open cell at grid row 1, column 1. Place a pursuing creature initially in open cell row 19, column 19. Load or create a tall, simple animated alien/monster humanoid with a reddish/orange appearance, scale it visibly larger than the player, and play a walking animation continuously. It is the only enemy. Each update, have it calculate a shortest grid path through open cells toward the player using four-directional maze navigation, then move toward the next cell at about 1.55 world units per second while turning to face its movement direction. It should not walk through walls. This creates the stated behavior that the thing behind the player learns/follows the maze. If it gets within about 1.35 world units of the player, end the game.

During play, show a small fixed HUD status label at the top-left in pale yellow uppercase text inside a translucent dark panel with a thin amber border. Normally say “WASD / joystick to move · drag to look”; periodically, when the creature is within roughly 6 units, replace it with “IT HEARS YOU.” At the top-right, show a 170x170 (132x132 on very small screens) bordered square minimap. Render the full maze as a simple pixelated grid: dark brown wall blocks, pale yellow open blocks, a bright cyan circular player marker, and a red circular creature marker. The minimap should update as both entities move.

When caught, stop gameplay and cover the view with a translucent dark overlay and centered panel. Show the heading “It found you,” the text “The fluorescent hum goes quiet.” and an amber bordered button labeled “TRY AGAIN.” Clicking it reloads/restarts the game and returns to the title screen. Maintain the restrained visual language throughout: high-contrast mustard yellow, cream, amber, and near-black brown; clean sans-serif typography; letter spacing and uppercase labels; no score, weapons, inventory, health bar, collectibles, or additional enemies.

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