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Arcade › Football Nightmare
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Football Nightmare was built by Brother sadra 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 Football Nightmare 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-friendly 3D first-person survival horror game titled “FIVE NIGHTS: FOOTBALL NIGHTMARE” (the project title may be “Football Nightmare”). The player is a night security guard trapped in a dark football/sports complex and must survive from 12:00 AM until 6:00 AM. Use a fixed first-person security-office view rendered in Three.js-style low-poly 3D: a very dark blue-black room with fog, concrete/metal walls, a floor and ceiling, a back wall, side walls, red security doors at the far left and right, a metal console desk in front, faint red warning strips, pale floor markings, distant hallway columns, lights and pipes. Add a desk, dusty trophy, and a small red football on the console. Light the scene with cold moonlight, dim hemisphere light, red fill from behind, and a warm desk light. Keep the visual style atmospheric, sparse, industrial, low-poly and ominous, with red accents and glowing red enemy eyes; enemies are abstract hooded/capsule-like silhouettes rather than realistic human likenesses. Build the core loop around monitoring cameras and conserving limited power. Display a fixed HUD over the 3D scene: top badges for NIGHT 1, the clock (initially 12:00 AM), POWER: 100%, and FEAR: 8%; an objective badge below them; a camera monitor panel at upper-right with a camera title, LIVE/GLITCH/SLOW signal indicator, a text-like feed, and a 3-column grid of 12 camera buttons. The twelve camera names are SECURITY OFFICE, MAIN HALL, EAST HALLWAY, WEST HALLWAY, TRAINING ROOM, LOCKER ROOM, TROPHY ROOM, ABANDONED STADIUM, UNDERGROUND TUNNEL, STORAGE ROOM, OLD CONTROL ROOM, and DARK CORRIDOR. Selecting a camera updates the label and feed. The feed should show the current camera name and either EMPTY FRAME or visible nightmare names, with scanlines; occasionally selecting a camera triggers SIGNAL DISTORTION/GLITCH. Create four moving nightmare entities named NIGHTMARE MESSI, NIGHTMARE RONALDO, NIGHTMARE NEYMAR, and AZRAEL. Represent each as a simple dark cloak/cone around a capsule-shaped body with two tiny bright red eyes. They move through the distant scene on changing sine-wave paths, and are only visible on the camera they occupy or on camera 01; Azrael should be especially elusive and only appear during glitches or rarely. Their presence on camera feeds increases the player’s FEAR. If fear reaches near 100%, there is a chance the player loses with a “SIGNAL LOST” overlay saying something reached the office and the last thing heard was breathing. Provide bottom touch controls with LEFT DOOR, LEFT LIGHT, PHONE on the left and PAUSE, RIGHT LIGHT, RIGHT DOOR on the right. Door buttons toggle their respective security door between OPEN and CLOSED and remain highlighted when closed. Closing either door heavily drains power. Left/right lights are momentary controls: turn the corresponding light on while pressed and off on release, highlight while active, and drain power while active. Both lights together slightly reduce fear. The PHONE button toggles PHONE OPEN and shows an “INCOMING CALL” overlay with the message that a voice is repeating the player’s own breathing; allow the overlay to be dismissed with HANG UP. PAUSE toggles to RESUME and freezes the simulation. Implement the exact resource pressures: time advances continuously while running, with night 1 progressing at approximately 0.95 in-game minutes per real second; later nights are faster. Power starts at 100% (night 5 starts at 82%) and drains slowly at baseline, with additional drain while viewing cameras, closing either door, or holding either light. At zero power, set the signal to slow, increase fear, and allow the office to become vulnerable. Fear begins at 8%, rises from visible nearby enemies, low power and random unsettling events, and is capped at 100. Random events should produce brief beeps, occasional signal glitches and fear increases. The objective normally reads SURVIVE UNTIL 6 AM, but changes to ANSWER THE PHONE while the phone is open and to CAMERA 04 VERIFIED when camera 04 is selected. The clock should advance through the night and the night is won just after 6:00 AM (about 355 in-game minutes), showing a centered “6:00 AM” overlay and text “NIGHT X COMPLETE — the stadium lights died before dawn.” Start with a full-screen dark menu overlay containing a bordered translucent card, the large centered title “FIVE NIGHTS: FOOTBALL NIGHTMARE,” a short horror subtitle, a red START NIGHT 1 button, and the hint “MOBILE HORROR // TOUCH + SWIPE CAMERA.” Starting hides the menu and begins night 1. On loss, show RETRY NIGHT; on success, NEXT NIGHT advances through nights 1–5, and after completing night 5 show a NIGHTMARE MODE message with a restart-night-5 option. Allow touch/mouse swipe on the blank 3D canvas to rotate the first-person camera slightly horizontally and vertically, with small interface beeps. Use responsive layout, large touch targets, rounded dark panels with thin gray borders, red active states, pale blue-gray text, green power/live accents, amber clock, and red fear warnings. Do not add a football match, player-controlled avatar movement, scoring, weapons, or invented sports gameplay: the football theme is conveyed by the trophy, football prop, stadium locations, and nightmare names while the actual mechanics are security-camera survival horror.