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Fivenights at Okimsa

  • 3d
  • first-person
  • survival-horror
  • stealth
  • exploration
  • dark
  • arcade
0
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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. Aliyu Yahaya built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Fivenights at Okimsa yet. Play it, then tell Aliyu Yahaya what you would add next.

Make your own game

Fivenights at Okimsa was built by Aliyu Yahaya 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 Fivenights at Okimsa 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 Fivenights at Okimsa

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 first-person 3D survival-horror exploration game titled "Fivenights at Okimsa". The player starts inside a dark, enclosed square industrial/security facility at approximately the south-center of the map, facing a red exit door on the far north wall. Use a perspective FPS camera with mouse look and WASD/arrow-key movement; support jumping, and also provide on-screen LIGHT ON/OFF and INTERACT buttons for touch devices. Press F to toggle the flashlight and E (or Enter) to interact.

Visual style: very dark blue-black environment with heavy distance fog, low visibility, cool moonlike ambient lighting, cyan fluorescent ceiling strips, and red emissive danger/exit lighting. Use simple blocky geometry and hard-edged industrial walls, floor, and partitions. The screen should be mostly dark, with a bright narrow cyan-white flashlight beam aimed from the camera. Add shadows and subtle emissive glow. The facility is a roughly 30-by-30 enclosed square room with boundary walls, several internal partitions/corridors, and a central narrow vertical obstruction/partition. Place cyan ceiling-light strips in a row across the interior. The north exit door is a large red door in the center of the far wall, with a red sign/light above it. Include sparse survival-horror props: barrels near the northwest and southeast areas, a supply chest in the southwest area, and a blood stain near the northeast area.

Core objective and progression: display the objective "Night 1 — Find the 3 access cards, then reach the red exit door." The player must collect exactly three glowing yellow access cards and then interact at the red exit. Put the cards in these approximate positions: one in the west/northwest interior (around x=-11,z=-5), one in the east/south interior (x=11,z=5), and one at the south/central end (x=0,z=11). Cards are small flat golden rectangular objects with orange-yellow emissive glow, disappear when collected, and require the player to be within close range and press INTERACT/E. Before all three cards are collected, interacting at the exit displays "The exit needs all 3 access cards." After all three are collected, interacting near the door wins the game and displays "EXIT UNLOCKED — YOU MADE IT OUT" with a subdued black overlay and a RESTART NIGHT button.

Add three glowing blue flashlight batteries at approximate positions (-11,4), (11,-8), and (3,5). Make them small upright cyan glowing cylinders that slowly rotate and bob. Interacting near one makes it disappear, restores 28% flashlight power up to a maximum of 100%, and displays "FLASHLIGHT BATTERY +28%". The flashlight begins on at 100% and continuously drains while playing (slightly faster while on, about 0.82% per second versus 0.7% while off). If power reaches zero, end the game with "THE LIGHTS DIED. OKIMSA FOUND YOU." and show the restart button.

Threats: include a single stylized low-poly humanoid zombie/stalker named Okimsa, initially positioned in the northeast portion of the facility around (10,0,-9), walking with a looping walk animation. It slowly pursues the player when within 13 units, moving faster when closer; it turns toward the player. If it gets within about 1.3 units, end the game with "OKIMSA FOUND YOU". Include three wall-mounted security cameras with dark bodies and bright red lenses: one on the west wall around (-14.2,2.35,-10) aimed inward/east, one on the east wall around (14.2,2.35,-2) aimed inward/west, and one on the south wall around (0,2.35,14.2) aimed north. Each has a limited forward cone and roughly 8-unit detection range. If the player enters a camera's cone, set the threat HUD to CAMERA; if they remain detected for about 1.8 seconds, display a red warning such as "CAMERA_WEST: MOVEMENT DETECTED" and reduce flashlight power by 2%. When not detected, threat is LOW; when the zombie is within roughly 11 units show WATCHED, and within roughly 6 units show HIGH. Do not add weapons or combat: the player only navigates, uses the light, collects items, and escapes.

HUD: keep the gameplay view unobstructed but show a neon red/pink title "FIVENIGHTS AT OKIMSA" in the upper-left. Beneath it show a dark translucent bordered objective panel with the objective and controls text: "WASD / arrows to move · mouse to look · F flashlight · E interact". In the upper-right, show a dark bordered status panel with live values "CARDS 0/3", "POWER 100%", and "THREAT LOW". Put a small pale blue crosshair at screen center. Show temporary interaction/warning messages centered near the bottom in a dark panel with a red border. On desktop, the INTERACT button may be semi-transparent but should be visible at bottom-right; place LIGHT ON/OFF beside it. When dead or victorious, show RESTART NIGHT and permit restart with R or the button, resetting player position, all cards/batteries, power, overlays, and status. Use responsive HTML/CSS overlay UI over the WebGL canvas, preserving the dark blue, cyan, red, and pale-blue neon horror palette.

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