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Arcade › FazShift
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FazShift was built by RG Keegan 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 FazShift 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.
Create a mobile-first playable mini-simulator called “FazShift,” inspired by a simplified FNAF-style night but with the player controlling the animatronics from an overhead/strategic perspective. The main scene is a very dark, moody stylized 3D security office rendered with Three.js: near-black blue walls and floor, a simple desk and blue monitor in front, side door indicator panels, subtle fog, soft blue ambient lighting, and slight camera bob. Keep the visual presentation minimal and readable, with a neon-blue futuristic HUD over the scene rather than detailed character models. The objective is to hunt/catch or jumpscare an AI night guard before 6 AM. A night starts at 12:00 AM, lasts about 180 seconds total (30 seconds per in-game hour), and the guard wins by surviving until 6 AM. The player wins when an animatronic reaches the office successfully, when power reaches 0%, or through Freddy’s special drain condition. Start the player with 1,500 Faz-Coins and the free Endo-01 animatronic; a successful night awards +600 coins. Resetting a night preserves the roster and upgrades. At the top, show a dark translucent rounded HUD with large pills for Time, Power, and Faz-Coins, plus smaller status pills for Guard state, Doors, and current Camera. Display a log/message bar beneath them. Time should show 12:00 AM through the night; power begins at 100%. Guard status alternates between “Watching cams” and “Cameras down.” Doors status shows left/right Open, Closed, or GLITCH, and camera status shows names such as E. Hall. Use dark navy panels, thin blue borders, pale blue-white text, muted lavender labels, and a bright blue active outline. The AI guard has 100% office power and behaves defensively. It randomly flips cameras up/down and switches among East Hall, West Hall, Pirate Cove, East Corner, West Corner, Dining, and Kitchen. Camera use drains power, as do baseline life support, closed left/right doors, Endo interference, stress, and special attacks. The guard automatically closes doors when threats approach and relaxes them open when safe. The player does not directly control the guard; this is an AI simulation. Represent the camera/map network as these named nodes: Stage, Dining, W. Hall, W. Corner, E. Hall, E. Corner, Kitchen, Pirate Cove, and Office. Toggle Map should display a floating translucent “CAM MAP” overlay in the 3D scene, with thin connecting lines, labeled circular nodes, a highlighted ring around the guard’s current camera, and colored dots labeled F, B, C, X, E, and G for owned Freddy, Bonnie, Chica, Foxy, Endo-01, and Golden Freddy. Paths are Stage→Dining→W. Hall→W. Corner→Office and Dining→E. Hall→E. Corner→Office, with Stage→Pirate Cove and Dining→Kitchen links. Provide a bottom mobile control panel with three tabs: Control, Shop, and Upgrades. Control contains a selectable owned animatronic dropdown, Toggle Map, and Mechanic/info button. Under Actions place Move, Ability, and Special buttons. Under Tactics place Foxy Fake-Out, Freddy Drain, and System Crash buttons. Make controls large rounded dark buttons, stacked into one column on narrow mobile screens and three columns on wider screens. Animatronic mechanics must be implemented as follows: - Endo-01, free and initially owned: starts in Dining, moves silently to a random ordinary room when Move is pressed, and its Ability creates camera interference that stalls camera switching briefly. While owned it adds static/power drain. If the guard ignores Endo’s current room for over roughly 10.5 seconds, Endo causes a short nonlethal office scare that forces cameras down. - Bonnie, cost 800: follows the left path Stage/Dining/W. Hall/W. Corner/Office with mostly forward random movement. Ability is Door Jam, forcing the left door open for about 2.5–3.5 seconds. If Bonnie enters the office while the left door was open, win; if the door was closed at entry, bounce Bonnie back to W. Corner. - Chica, cost 750: follows the right path Stage/Dining/E. Hall/E. Corner/Office. Its movement can accelerate when the guard repeatedly checks cameras near the right side. Ability is Kitchen Noise Spam, disabling the camera audio indicator/flavor for 10 seconds. If Chica reaches the office with the right door open at entry, win; otherwise return her to E. Corner. - Foxy, cost 1,000: starts in Pirate Cove. Move increases a charge meter; charge also rises when Pirate Cove is ignored for more than 6 seconds. Ability is Sprint, available at 55% charge: rush the office after a short delay; an open right door causes an instant win, while a closed door causes a heavy power hit of roughly 14% plus scaling. Special Fake-Out makes the guard panic, increases stress, and usually slams the right door closed. - Freddy, cost 1,200: follows the right-side path and only moves when cameras are down; movement becomes more likely as power gets low. Ability toggles Power Drain Mode only while Freddy is at E. Corner. Drain Mode continuously removes extra power, and reaching 0% during it is an automatic win. If Freddy reaches the office while cameras are down, win; if cameras are up, retreat him to E. Corner. - Golden Freddy, cost 2,500: Move increases a hidden Haunt Meter, Ability adds a larger haunt surge, and the meter also fills when power is below 30% or the guard flips cameras rapidly. At 100%, teleport Golden Freddy into the office for a short reaction window; the guard must flip the monitor up quickly or the player wins. Golden’s System Crash special disables doors/lights for about 3.5 seconds, making door status GLITCH and leaving doors open. Golden can optionally trigger a shorter crash when the haunt event occurs. Use cooldowns on movement and abilities, with a visible log response such as “On cooldown,” movement locations, charge/haunt percentages, door jams, camera interference, sprint, system crash, or win/lose explanations. Add simple Tone.js audio: triangle synth tones for actions and pink noise bursts for scares/major attacks, initialized on the first click or keypress with a hint reading “Tap anywhere to enable audio • You are the animatronic.” The Shop tab should list Bonnie, Chica, Foxy, Freddy, and Golden Freddy with their costs, role/difficulty descriptions, and Buy/Owned states. Buying removes Faz-Coins and adds the character to the selector. The Upgrades tab should apply to the selected animatronic and offer + Move Speed, - Cooldown, + Stealth, and + Power Drain. Begin each character with neutral stats; each upgrade costs 200 coins plus 120 per prior upgrade purchase, and upgrades have capped effects. Show a small explanation that this is a simple upgrade loop and display the current cost. When the player wins, show a centered dark overlay titled “YOU WIN,” the reason, “Reward: +600 Faz-Coins,” and an OK button to start a new night while retaining ownership/upgrades. When the guard reaches 6 AM, show “GUARD SURVIVED,” explain there is no reward, and offer OK to start a new night. Keep the entire experience compact, touch-friendly, dark blue, readable, and focused on the strategic tension of moving animatronics while managing the guard’s cameras, doors, power, and night clock.