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99 Nights in Folk Valley

  • 3d
  • survival
  • third-person
  • low-poly
  • exploration
  • day-night
  • arcade
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. Anshuman Raj built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

99 Nights in Folk Valley was built by Anshuman Raj 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 in Folk Valley 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 99 Nights in Folk Valley

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 third-person 3D survival game titled “99 Nights in Folk Valley.” The player controls a simple stylized humanoid survivor: a rounded orange/tan capsule-like body with a small yellow scarf, viewed from an over-the-shoulder third-person camera that follows the player through a compact low-poly valley. Use a dark forest-green environment with fog, soft shadows, warm directional daylight, and a muted earthy palette. The ground is a large green plane. Build a navigable valley with a brown path running from the camp toward the distance, a horizontal village route, a blue river on the left, scattered trees and rocks, village fences, two blocky cabins to the right, a watchtower farther right/back, a rocky cave on the left, and large angular mountains in the background. Place the home camp near the front/center: a simple brown shelter with roof, a wooden storage box, and a glowing orange campfire with warm point light.

The core loop is a timed day/night survival journey spanning up to 99 nights. Begin at Night 1 during DAY with 100 health and 100 stamina, starting supplies of 4 wood, 2 stone, 3 food, and 1 scrap, plus 1 bandage and no torches or traps. Each day lasts 46 seconds and each night lasts 34 seconds. During the day, explore away from camp and gather floating low-poly resource nodes scattered around the valley: wood, stone, food, and scrap. Walk close to a node and press E, or use the on-screen USE button, to collect one unit; collected nodes disappear and respawn after roughly 22–40 seconds. Storage capacity is 8 plus 4 for each storage upgrade, and gathering is blocked with a “Storage full — upgrade the shed” message when the relevant resource is full. Return to camp and interact during the day to craft/rest. Crafting follows the available-material priority in the original: spend 3 wood and 1 food for a field bandage if possible; otherwise spend 5 wood and 3 stone to upgrade the campfire; otherwise spend 2 scrap and 2 wood to craft a valley snare; otherwise show the required-material message. At camp during night, interaction restores health and stamina to full, while simply remaining near the campfire also gradually regenerates health.

When NIGHT begins, darken the scene dramatically: deep blue-black fog, reduced ambient and sun light, and a brighter orange campfire. Spawn a night wave of hostile low-poly creatures around the player, with the count increasing gradually with the night number (base roughly 2–3 plus one every eight nights). Use three simple enemy appearances/types: a purple Bramblekin, a muted green Mothling, and a brown/orange Hollow Hound, each represented by a rounded low-poly body with a small pale eye. They wander when distant, chase the player when within roughly 10 units (slightly scaling with night), and deal contact damage with a cooldown: Bramblekin 7, Mothling 9, Hound 11. Enemies are repelled/return toward the player’s camp when the player is near it, but do not add combat weapons or attacks because the actual game has no player combat system. Enemy ambient sounds and attack feedback can be represented by short simple beeps and brief text toasts. If health reaches zero, stop the game and show a defeat overlay reading “THE VALLEY WON THIS NIGHT,” explaining the reached night, with RETRY NIGHT and MAIN MENU buttons. Retry resets the player to camp, restores health, starts the night again, clears current enemies, and spawns a fresh night wave.

Survive the timed cycle repeatedly; at dawn, restore daylight/fog and advance the night counter. After surviving through night 99, show a completion toast and return to the main menu with the message “The valley is quiet now. Your campfire is still warm.” Do not add unimplemented inventory combat, quests, NPC dialogue, or extra enemies.

HUD and menus should closely match the visible interface: a dark translucent glass panel across the top with gold/cream text reading “FOLK VALLEY // SURVIVAL LOG,” status text “Night 1 / 99,” current phase DAY or NIGHT, and a countdown timer. Include horizontal Health and Stamina bars (red/coral health and green stamina), plus a resource line “Wood … · Stone … · Food … · Scrap …”. At the upper right, show the objective: “Explore the valley, gather supplies, then return to the campfire before night.” When near an interactable node or camp, show a centered-bottom translucent prompt such as “E / USE Gather resource,” “E / USE Craft or rest,” or “E / USE Heal at campfire.” Display short translucent toast messages for gathering, crafting, nightfall, damage, and camp actions.

The title screen should be a full-screen darkened view over the valley with a centered rounded translucent panel. Show large gold typography “99 NIGHTS IN FOLK VALLEY,” the subtitle “A compact survival journey through a valley that remembers every footstep.”, and large buttons PLAY in burnt orange and SETTINGS in dark green. Settings should include master, music, and sound-effect volume sliders, graphics quality (Low/Medium/High), and camera sensitivity. Include a pause overlay opened with Escape, containing RESUME, SAVE PROGRESS, and MAIN MENU; save/load progress to the local device. Support desktop keyboard movement through the third-person controller (WASD), Shift to sprint, Space for jump if available through the controller, E to interact, Escape to pause, and pointer-lock camera control. Sprint should move faster (about 6.4 versus 4.2 normal speed) while draining stamina, with stamina recovering when not sprinting. Also provide coarse-pointer mobile controls: a virtual joystick at bottom left, a RUN button, and a circular USE button at bottom right. Use responsive UI, low-poly geometric assets, fog, shadows, warm fire lighting, and the subdued cinematic survival-log aesthetic shown in the screenshot.

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