13th Floor

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About the game

You step out of an elevator onto the 13th floor of a hotel, holding a key. It opens the room whose number is on the tag, and inside that room is another key, for another room, and so on, until you find the key to Room 1313. A strange invitation brought you here, and the floor is dark, quiet and a little too big for a party.

You see the hotel through a plain 3D first-person view, with a flashlight that you switch on and off to read door numbers and search furniture for keys and health packs. The challenge is the thing that walks the corridors. It is a tall dark figure with a pale face, and it carries a light of its own. You can hear its footsteps and see that light coming before you see it, and as long as it does not spot you, you are fine. When it does, you have to run and hide. Hiding spots let you watch it pass from a narrow view, and being caught drains your health.

The whole game is built from code, from the models and textures to the sound effects, and its author says it is a game about imagination being scarier than a good look at the monster. It was made for js13kGames 2024, where everything had to fit in 13 kilobytes zipped. The theme that year was "Triskaidekaphobia".

How scary is it?

It is a tense, slow game rather than a gory one. There is no blood, no gore and no screaming face rushing at the camera. The scares come from darkness, silence broken by footsteps, and a monster that keeps coming. You can see it only briefly from your hiding places. Being caught freezes you in place while your health drains, and if it runs out the game shows "YOU DIED" and restarts. Still, it is horror, and anyone who dislikes a feeling of being hunted in the dark may want to skip it.

Playing it here

Click Play, then click once inside the game to start. The game uses the mouse for looking around, so your pointer is captured; press Esc to get it back. If you lose control of the view, click in the game again. Sound is part of the game: you listen for the footsteps, so headphones help. The game needs WebGL and a reasonably recent browser.

Controls

Input Action
W A S D move
Mouse look around
E / left click open doors, pick things up, hide
F flashlight on and off
Esc release the mouse

A few things worth knowing

Watch for its light. The creature carries a light, so a glow at the end of a corridor means it is on its way, even before you hear it.

Keep the flashlight off when it is near. Walk in the dark and use the light to read numbers and search.

Hide first, think later. Duck into a hiding spot as soon as you think you were seen. Health packs are in the rooms that start unlocked.

Credits and licence

13th Floor was developed by Robert Louie for js13kGames 2024 and released under the MIT licence. The licence text is linked from this page, and the source code is on GitHub.