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Caravan Watch

  • 3d
  • horror
  • security
  • first-person
  • survival
  • monitoring
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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. joel youtubehp built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Caravan Watch yet. Play it, then tell joel youtubehp what you would add next.

Make your own game

Caravan Watch was built by joel youtubehp 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 Caravan Watch 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 Caravan Watch

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 “Caravan Watch” as a dark first-person 3D horror/security game set inside a very small caravan security room. Use a Three.js-style perspective camera with a 72-degree field of view, player eye height around 1.6, mouse-look with yaw and pitch, and WASD/arrow-key movement during preparation. The room is approximately 6 units wide, 4 units deep, and 2.5 units high: nearly black charcoal floor and ceiling, dark panel walls, faint brown directional lighting, dim ambient light, a low red horror accent light, and black fog. Include a desk at the back/front end of the room and a chair, using simple low-poly furniture if external models are unavailable. Add three visible yellow-green cone-like camera-placement hints near the upper wall, and automatically place three camera props after startup; the player can click wall/window surfaces to place up to six small dark box-and-lens security cameras. The day screen shows a small dark translucent HUD in the upper-left reading “DAY PREP — Night 1,” instructions “Click walls to place cameras (max 6). WASD + mouse look.” and a green outlined “BEGIN NIGHT SHIFT” button; pressing P also starts the night.

The core loop is a Five Nights-style night shift. Starting the shift resets three entry seals to 100, opens all three shutters, clears threats, resets the player near the desk, hides the day HUD, and displays a green monochrome monitoring interface. Run each night for 60 real seconds, but present it as an eight-hour clock: show NIGHT 1 and a clock advancing from 12:00 AM, plus a timer like “00:00 / 08:00.” Survive until the timer reaches the end to show a green success screen such as “NIGHT 1 SURVIVED” with a button to proceed to the next night (capping at night 6).

During the night show fixed HUD panels: a top header with night, in-game time, timer and “MONITORING”; a left “WINDOW SHUTTERS” panel with buttons “Close Shutter 1/2/3” that toggle to “Open Shutter 1/2/3,” and an explanation that closed shutters slow threats; a right “ENTRY SEALS (E1-E3)” panel with E1, E2, E3, green horizontal integrity bars, and “Apply Seal” buttons; applying a seal immediately restores that entry to 100. At the bottom center show a 3-by-2 grid of six clickable surveillance feeds labeled CAM 1 through CAM 6, with the selected feed glowing green. Each feed is a 190x110 noisy CRT-like canvas: black/gray static speckles, green scanlines, occasional white glitch line, occasional “LATENCY” text, and, when a threat is near its associated entry, a yellow-to-red horizontal alert marker, a crude dark red enemy silhouette, and the enemy name in green. Group feeds by entries: CAM 1 and 2 watch E1 Front, CAM 3 and 4 watch E2 Left, CAM 5 and 6 watch E3 Right. Closed shutters reduce the visible threat intensity in their feeds.

Implement enemies as timed threats that advance along one of three entries toward the caravan. Enemy progress starts at zero and increases according to type speed, with a closed shutter reducing movement to 55%. Once progress exceeds 0.25, the enemy periodically damages its entry seal (roughly every 1.2 seconds) until the seal reaches zero. If an enemy reaches progress 1.0 while its seal is 8 or less, trigger a full-screen dark red jumpscare overlay with bright red “JUMPSCARE,” the enemy name followed by “BREACHED,” and “The caravan is lost...” followed shortly by a “RETRY NIGHT” button. Play simple ominous electronic sawtooth/square-wave beeps for button selections, alerts, attacks, and the jumpscare. Include a basic zombie model or crude humanoid pop-in near the player during the jumpscare when available.

Use these enemy types and values: Bimba speed 0.018 and damage 12; Lakuaka speed 0.014 and damage 9; Juitu speed 0.022 and damage 15; Jonkler speed 0.012 and damage 8; Gorka speed 0.025 and damage 25. Scale speed slightly upward by night. For the actual playable schedule, spawn Bimba at E1 after 14 seconds on Night 1; from Night 2 onward also spawn Jonkler at E3 after 26 seconds. The reset-night routine additionally spawns Bimba at E1 after 14 seconds, Juitu at E2 after 28 seconds from Night 3 (Gorka instead from Night 5), and Lakuaka at E3 after 42 seconds from Night 5. Keep the visual style stark and minimal: mostly black 3D environment, green monospace UI, dark gray panels, green bars and outlines, noisy surveillance imagery, small colored threat markers, and horror-game red accents. Do not add mechanics beyond movement/camera placement in day prep, shutter toggles, seal restoration, surveillance feeds, timed enemy advancement, night survival, retry, and proceeding through nights.

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