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Emoji Cat Nights

  • 3d
  • survival
  • top-down
  • forest
  • party
  • day-night
  • arcade
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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. Grand Atlantic built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Emoji Cat Nights was built by Grand Atlantic 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 Emoji Cat 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.

Read the build brief for Emoji Cat Nights

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 browser game titled “Emoji Cat: 99 Nights,” presented as a local playable slice of a forest-rescue survival game. Use a dark, polished, responsive interface over a real-time Three.js 3D scene.

Start on a centered glassy dark lobby panel, matching the attached visual style: deep near-black green page background, subtle translucent panel with rounded corners and thin light border, warm off-white typography, and gold primary controls. Show the heading “Emoji Cat: 99 Nights” and subtitle “Forest rescue survival — build a party, survive the night, save the missing kids.” Include a name input initially set to “Scout,” a “Friends only” dropdown initially set to “Yes,” a “Party size” dropdown with 2, 3, 4, and 5 and 5 selected, and a party list initially containing Scout with a paw icon and a “Leader” tag. Include “Create Party & Start” and “Add Friend Bot” buttons, plus the small disclaimer that the playable slice simulates party members locally and real online rooms would need a backend. Adding bots should append Daisy, Speed, Cookie, and Josh (up to five total), labeling them “Friend bot”; if full, show a short toast saying the party is full.

When “Create Party & Start” is clicked, disable it and show a prominent gold countdown in the lobby: “Teleporting in 15s,” decrementing once per second through “Teleporting…”; then hide the lobby and begin the 3D game. Keep the party composition in the game and add simple stationary colored rectangular/cuboid friend avatars near the starting area for each bot. Add an event message announcing the formed party and another saying “Find the five missing kids: Jack, Daisy, Speed, Cookie, Josh.” There is no implemented kid rescue objective beyond this message, so do not add a kid-rescue system.

The game is a top-down/third-person angled perspective with a perspective camera looking down over a square forest clearing. Use a large 70-by-70 green ground plane, dark green world background and fog, soft shadows, and warm directional sunlight during daytime. Populate the world with scattered low-poly rocks, eight scattered low-poly Quaternius-style trees, a wooden chest near (-8, -6), and visible starter wooden axe and pickaxe props around the camp. At the center is a campfire made from a dark low cylindrical base, crossed brown logs, a bright orange emissive cone flame, and an orange point light. The campfire is the safe zone. The player is a simple teal capsule-shaped avatar starting near the campfire at world position approximately (0, 0.85, 5), controlled in top-down mode with WASD or a mobile joystick-style control supplied by the control system, at movement speed about 5. Use click/tap on the renderer to attack nearby targets, E to interact, P to pause/resume, Q to show a simulated chat toast, and Space to eat raw meat.

Show an always-on in-game HUD after starting. At top-left, put a translucent dark card with the current phase and day such as “DAY 1,” a clock such as “Daylight 50s,” and a gold campfire fuel bar labeled “Campfire fuel.” At top-right, show HP, Hunger, and Stamina values (each initially 100) with horizontal bars colored red, green, and blue respectively. At bottom-left, show a stack of up to five recent event messages in small translucent rounded boxes. At bottom-right, show control hints: “WASD / joystick move,” “Click attack / chop,” “E interact,” “Q chat,” and “P pause.” Use a centered fading pill toast for interaction and chat feedback.

Implement the survival loop exactly as a compact day/night system: begin in DAY 1 with 50 seconds of daylight. When the timer reaches zero, switch to night for 30 seconds, darken the background and fog dramatically, increment the day when dawn returns, and continue alternating. Daylight emits “Dawn breaks — gather logs.” and night emits “Night falls — monsters appear!” Campfire fuel starts at 100 and drains continuously at about 0.12 per second by day and 0.7 per second at night. Hunger starts at 100 and drains at about 0.35 per second; when hunger reaches zero, HP drains at about 2 per second. During night, the player must remain within about 5 world units of the campfire safe zone or HP drains at about 1.8 per second. If HP reaches zero, display a centered dark modal with a large red “YOU ARE DEAD!”, the reason “The Emoji Cat found you outside the safe zone.”, and buttons “Revive yourself ($30),” “Spectate,” and “Leave Game.” Revive should restore HP to 100, move the player near camp, hide the death modal, and add an event; Spectate should close the modal and show a toast; Leave Game should reload the page.

At night, spawn two low-poly animated cat monsters at random positions in the forest. Use cat models with idle animation, make them move toward the player when within roughly 10 units, damage the player on contact within about 1.5 units, and allow click attacks against nearby enemies within about 3 units. Enemies have 150 HP; each attack deals 10 damage, and on death they disappear and add one raw meat to inventory while showing “Emoji Cat dropped raw meat.” Nearby tree targets have 30 HP and are attackable/cuttable by click; show hit/chop event feedback and hide the tree when depleted. Preserve the actual simple local mechanics rather than inventing crafting, weapons, currency, online multiplayer, or a real kid objective.

Pressing E near the central campfire should add 10 fuel, capped at 100, and show “Logs added to campfire: +10 fuel” plus a “Campfire fuel +10” toast. Pressing E near the wooden chest once should restore Hunger and Stamina to 100 and show “Wood chest opened: found energy drink + pickaxe” and “Chest loot collected.” Pressing Space should increase Hunger by 10 up to 100 and Stamina by 20 up to 100, with a toast “Ate raw meat: +10 hunger, -30 damage” (retain this exact visible feedback even though the underlying slice only adjusts hunger/stamina). P pauses the simulation and shows “Paused” or “Resumed”; Q shows “Chat: type in your party chat (simulated).”

Use low-poly stylized 3D assets and a cozy-but-threatening palette: deep forest greens, black-green night, teal player, purple bot avatars, gray rocks, brown wood, orange fire, and warm gold UI. The UI should be responsive on narrow screens, with translucent cards, rounded controls, compact bars, and no debug overlays.

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