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Arcade › 99 nights
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Isaac Fortune built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about 99 nights yet. Play it, then tell Isaac Fortune what you would add next.
99 nights was built by Isaac Fortune 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 99 nights 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.
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 first-person low-poly forest survival/repair game titled “99 nights,” using a Three.js-style 3D scene and an atmospheric dark blue-green presentation. The game should open on a minimal full-screen start overlay reading “99 nights,” “Tap anywhere to start,” and “(You can change controls in-game.)”; tapping, clicking, or pressing a key begins a short crash intro. In the cutscene, show a simple blocky low-poly airplane flying in from far above/behind the forest, descending toward the clearing, tilting as it crashes, with brief camera shake near impact. Display a centered dark panel reading “99 nights,” “Your plane is going down. Brace for impact.” and a “Skip” button; any tap/key should skip to gameplay. Gameplay is first-person, with the camera positioned at eye height in a large foggy forest. The ground is a broad dark green plane with subtle low-poly terrain lumps. Populate the forest with many stylized trees: brown faceted cylindrical trunks, dark green cone foliage, and a blocky canopy layer. Keep an open crash clearing at the center. Place a damaged simple airplane wreck in the clearing, made from boxy gray/silver fuselage, wings, tail, fin, and dark nose pieces, tilted diagonally, with animated translucent dark smoke billboards rising from it. Place three blocky survivor NPCs near the wreck/camp: square skin-colored heads, colored rectangular torsos (blue, orange, and lime), dark rectangular arms and legs. Animate their arms/head subtly as if waving or idling. Add a campfire nearby consisting of crossed logs, an orange emissive cone flame, and an orange point light; treat the campfire area as a safe-zone visual, but do not invent combat or health systems. Scatter 18 small glowing yellow-orange rectangular repair parts widely through the forest, avoiding the crash clearing and campfire. They should spin and bob slightly. The player automatically collects a part when within about 1.25 world units, increasing the repair counter; the objective is to collect 10 parts, then return to within about 6 units of the wreck. When this condition is met, show a centered completion panel saying “Airplane repaired” and “You made it through the crash. Next: survive the nights.” with a “Back to Lobby” button that resets the repair count and respawns parts. Movement must support three switchable schemes. Keyboard uses WASD or arrow keys; desktop mouse movement controls first-person look after clicking the canvas to lock the pointer. “Mobile Arrows” displays a touch D-pad with up/down/left/right buttons. “Joystick” displays a draggable circular virtual joystick. On touch devices, dragging the right side of the screen rotates the camera. Include an in-game “Controls” button that opens a panel with Keyboard, Mobile Arrows, and Joystick choices plus Done, allowing instant switching. Include a desktop footer hint: “Move: WASD/Arrows • Look: Mouse • Click to lock.” Add a top HUD during gameplay. On the left show badges “Repair: 0/10” and “Wood: 0.” In the center show a compact day/night indicator with a label such as “Day 1” and a horizontal progress bar. On the right show buttons “Chop,” “Chat,” “Controls,” and “Lobby.” The Chop button, or keyboard E, performs a center-screen raycast; a nearby tree takes one hit, and after three hits the tree is removed and 2–3 small brown wood drops appear. Preserve the visible Wood counter, but keep the implementation simple and faithful: the existing mechanics do not need to add a full inventory or crafting system. The Chat button opens a “Camp Chat” panel with a scrollable log, text field, Send and Close controls. Submitted messages appear as “You,” then after a short delay one of Ava, Noah, or Milo gives one of a few local canned replies about checking the wreck, shiny parts, staying near camp, or the forest; this is local NPC chat, not multiplayer. Use a dark navy/green background and fog with simple directional and hemisphere lighting, low-poly untextured geometry, emissive orange collectibles/fire, and restrained HUD panels with rounded dark surfaces and pale text. Keep the game focused on exploration, collecting repair parts, chopping trees, and returning to the plane. Do not add crafting, weapons, health, enemies, stealth, or elaborate survival systems beyond the visible campfire, survivors, parts, and crash repair loop.