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Arcade › Blue Shift
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Blue Shift was built by NolanLandon Lyons 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 Blue Shift 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.
Recreate a browser-based 3D survival-horror game titled “Blue Shift.” Use a stationary first-person security-office perspective rendered in Three.js or an equivalent real-time 3D engine. The player does not walk around; they defend the office for one night, starting at 12 AM and surviving until 6 AM. The night lasts exactly 108 seconds, with the HUD advancing from 12 AM through 1–6 AM in 18-second segments. Scene and camera: show a dark, cramped security office from a seated guard viewpoint, with a perspective camera around eye height facing into the room. Build a nearly black-blue environment with fog, a dark checker-like floor, blue-black walls, ceiling, side wall panels, and a back wall. Place a desk/security monitor stack near the center-front, plus a desk and office chair props. Add a blue glowing monitor light and cold blue directional/hemisphere lighting. On the left and right sides of the office, create door frames opening into almost-black halls, with red security doors that slide upward when open and lower into place when closed. Add a simple blue warning poster on the back wall and a few blue floor tiles. The atmosphere should be neon-cyan, industrial, ominous, and heavily shadowed. Enemy: use an original fast blue mascot/alien creature model, not a recognizable existing franchise character. Tint its materials blue, give it a faint dark-blue emissive glow, animate an idle clip when available, and move it between locations on a route. At the beginning it is on the stage. Every roughly 5–10 seconds, it advances along one randomly selected route: Stage → Arcade → Left Hall → Left Door → Office, or Stage → Arcade → Right Hall → Right Door → Office. Movement accelerates slightly as the night progresses. The creature is visually shown in the 3D office only when it is at the stage, at a door, or inside the office; it is hidden while in halls/arcade unless the camera overlay reports its location. At the office it should appear dramatically close/inside the office and the game ends. Core controls and gameplay: present large clickable/tappable controls at the bottom: LEFT DOOR and RIGHT DOOR, each showing OPEN or CLOSED, plus a centered CAMERAS button. Keyboard controls must also work: A toggles the left door, D toggles the right door, and C toggles the camera monitor. Door toggles play a short electronic door beep. Closing the correct door when the mascot reaches that side blocks it. If the correct door remains closed for about 1.2 seconds, the mascot retreats to the arcade and the warning says it sprinted away; the player must reopen doors when safe to conserve power. If the relevant door is open for about 4.1 seconds while the mascot waits at it, the mascot enters the office and the player loses. Only the door on the threatened side matters. Camera monitor: when CAMERAS is opened, cover the view with a dark translucent security-feed overlay, static/noise dots and scan lines, a “SECURITY FEED” header, and four camera selection buttons: Stage, Arcade, Left Hall, and Right Hall. Show the selected feed as large horror-style text descriptions: Stage says “Empty stage, cold lights, old posters.”; Arcade says “Arcade machines blink by themselves.”; Left Hall says “Left hall. Listen for fast footsteps.”; Right Hall says “Right hall. The shadows move wrong.” If the mascot is in the selected location, append “THE BLUE MASCOT IS HERE.” If it is at the left/right door and the corresponding hall feed is selected, append “IT IS AT THE LEFT/RIGHT DOOR.” The monitor is informational and drains extra power while open. Include the hint “Tap CAMERAS again to lower monitor. Doors use extra power.” Resources and HUD: provide a top HUD with three dark translucent cyan-outlined panels: “NIGHT 1” with current time, “POWER” with a percentage, and “THREAT.” Start power at 100%. Drain power continuously at 0.34 per second, add 0.42 per second for each closed door, and add 0.28 per second while the monitor is open. Show threat as QUIET normally, NEAR in a hall, DOOR at a door, and INSIDE if the creature enters the office. Turn the power percentage red below 20%. Display centered yellow warning text such as “LEFT HALL — close the door!” or “RIGHT HALL — close the door!” when an attack begins. Start and ending screens: before play, show a full-screen dark radial-gradient title screen with a large glowing cyan/blue “Blue Shift” heading, the text “A fast blue mascot is loose after closing. Survive until 6 AM by watching cameras and sealing the right door at the right time.”, a cyan-outlined “Start Night” button, and the controls hint “Controls: mouse/tap buttons · C toggles cameras · A/D doors.” Starting resets time, power, doors, monitor, enemy location, and route. On victory at 108 seconds, show a full-screen result panel titled “6 AM” with “You survived the blue blur until morning.” and a “Play Again” button. On defeat by an open threatened door or depleted power, show a 1.5-second full-screen jumpscare before the result panel: intense blue/black radial glow, scanline glitch effects, screen shake, a stylized blue face with bright white slanted eyes and a black mouth marked with /////, and the text “TOO SLOW.” Then show “SHIFT ENDED,” the appropriate reason (“The blue mascot slipped into the office. Keep the correct door closed when it reaches a hall.” or “The power died before 6 AM. Use the monitor and doors only when you need them.”), and a Play Again button. Use short square/electronic beeps for controls and a harsher alarm/noise sound for defeat. Keep the visual style responsive for desktop and mobile, with cyan borders, translucent black panels, glow, scanlines, and horror typography.