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Arcade › Altı Gece
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Altı Gece was built by Perviz Djamal 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 Altı Gece 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.
Rebuild a portrait-friendly 2D canvas survival/archery game titled “Altı Gece” (Six Nights), with Turkish UI text. The player is a tower guard defending a central stone tower through six progressively harder nights. Use a full-screen fixed camera with no scrolling: render a dark atmospheric scene behind the HUD. The background is a vertical gradient, nearly navy/purple at night and warm dusty mauve/orange during dawn, with a pale moon/sun in the upper-right, distant dark rolling hills, and faint concentric loop-like arcs in the sky/ground. Place a gray-blue rectangular tower in the center around the middle/lower part of the screen, with a crenellated top, dark doorway, and glowing golden circular window/light. At the bottom-center, draw a simple stylized guard in pale armor/blue-gray clothing with a helmet and a golden face/crest, holding a bow. The guard’s bow/aim visibly rotates as the player aims, and arrows travel upward from the guard as bright golden streaks. Core gameplay: begin on an overlay title card. The overlay dims the game, shows the large title “ALTI GECE”, Turkish story text explaining that the player is a tower watchman in a dream cycle and must survive until the sixth dawn, and a gold “Nöbete Başla” button. Starting resets the run: tower integrity 100%, 18 arrows, score 0, night 1, and night phase. During each 22-second night, shadow demons spawn from the far left or right edges and move diagonally/upward toward the tower/guard area, gradually homing toward screen center. They are dark purple-black round/blob-like creatures with glowing pink-red eyes and thin angular legs, and they subtly pulse. Spawn intervals start at about 1.15 seconds and become shorter with each night, while enemy movement speed increases by roughly 4 each night. The player must shoot them before they reach the tower. Each demon takes one arrow hit and awards one score; show a small burst of gold particles on hits. If an enemy reaches the tower, remove it and reduce tower integrity by 3 plus about 0.7 times the current night (rounded up), with a red/pink impact burst and a warning message such as “Duvarlar çatlıyor!”. When integrity reaches zero, stop the game and show an end overlay titled “KULE DÜŞTÜ”, with Turkish failure text and the final score, plus a retry button labeled “Döngüyü Yeniden Dene”. Aiming and controls: desktop keyboard Left/Right arrows continuously adjust the bow aim, constrained to approximately -0.82 to +0.82 radians; Space fires once when pressed (ignore key repeat). Mobile/touch controls are always visible at the bottom: left arrow button, central bow/fire button, and right arrow button. Holding the left/right buttons aims continuously; tapping the bow fires. A shot consumes one arrow, travels quickly upward along the current aim direction, expires off-screen, and cannot fire when out of arrows or outside the night phase. Use simple collision distance between arrow streaks and enemies. Include a small triangle-arrow visual and bow icon-style central fire control. HUD: overlay a translucent dark glass-style top bar over the canvas. At top-left show a rounded panel labeled “KULE”, a large percentage value, and a horizontal integrity bar that is green above 65%, gold/yellow below that, and red/pink below 35%. Beside it show a rounded “OK”/“Ok” panel with the current arrow count. At top-right show “DÖNGÜ” and “1 / 6” style night counter in warm gold, plus the current phase text. Center near the top show a rounded message panel such as “Karanlık yaklaşırken nişan al.” and the instruction “İblisleri kuleye ulaşmadan durdur”. During night the phase reads “Gece — gölgeler geliyor”; during dawn it reads “Şafak — nefes al”. Along the bottom show a Turkish hint on larger screens: “← → ile nişan al · Boşluk / Ateş ile ok at · Her gece daha hızlı gelirler”. After each 22-second night, transition to a five-second dawn: clear all remaining enemies, shift the background to warm dawn colors, replenish arrows to at most 24 by adding 7 immediately, and display “Kısa bir şafak. Oklarını hazırla.” (on night six use “Altıncı şafak...”). After the dawn, if the completed night was less than six, increment the night, add up to 4 more arrows (still capped at 24), return to night, and say “Yeni gece başladı.” After surviving the dawn following night six, stop with a victory overlay titled “DÖNGÜ KIRILDI”, text “Altı geceyi atlattın. Şafak gerçekmiş. Skor: [score]”, and a “Yeniden Nöbet Tut” button. Keep score visible in the end message rather than a separate HUD score panel. Use a polished minimalist vector/painterly style: rounded translucent navy HUD panels with thin lavender borders, soft shadows, large readable system sans-serif typography, gold accent buttons and projectiles, cool blue-gray tower/guard, bright red enemy eyes, and subtle particle bursts. Make the layout responsive for narrow portrait screens: stack/compact the HUD, place the center message below the top bar, hide the long hint if necessary, and keep the three touch controls accessible at the bottom. Add short synthesized triangle-tone feedback for firing, enemy hits, damage, dawn, and transitions if audio is available, but do not let audio be required for play.