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Arcade › Gece Vardiyası
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ömer Cihangir Acar built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Gece Vardiyası yet. Play it, then tell Ömer Cihangir Acar what you would add next.
Gece Vardiyası was built by Ömer Cihangir Acar 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 Gece Vardiyası 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 first-person 3D night-shift janitor game titled "Gece Vardiyası" set in a dim apartment building, using a stark low-poly/block-built WebGL look. The player walks through a ground-floor lobby and stairwell, then can climb to a second-floor corridor with eight numbered apartments (1–4 on one side and 5–8 opposite). The building should feel like a dark, quiet night interior: near-black blue fog/background, subdued brown/gray walls and furniture, warm yellow ceiling lamps with localized light pools, dark windows, and a warm exterior entrance/sign light. Geometry is made from simple cuboids with flat colored faces; include a reception desk in the lobby, computer monitor with a cool blue glow, chair, key rack with hooks, bell, mailboxes, sofa/bench, plant, tiled/wood/concrete floor sections, stair steps and railing, apartment doors, bathroom fixtures, fuse/electrical box, cleaning-supply shelves, exterior trash container, street lamps, and an exterior sign reading "APARTMAN" in block/pixel lettering. Use a first-person camera at eye height around 1.65m, a tiny pale circular crosshair centered on screen, mouse-look with pointer lock, subtle head bob while walking and occasional camera shake. Controls: click to start and capture the mouse; W/A/S/D to walk with collision against walls, doors and furniture; mouse to look; E to interact; F to toggle the flashlight; Esc to release the mouse. The flashlight should be a forward-facing warm cone and is especially useful in dark areas. Doors are physical interactables that open and close; the eight upper-floor apartment doors begin locked and require their matching keys. The main/front and ground-floor room doors are also present. Interaction should be raycast-based, so the centered object is selected only when visible and not blocked by intervening geometry, with a contextual prompt near the center such as "E — Kapıyı aç", "E — Al: Paspas", or "E — Temizle". Make the core loop a believable cleaner/reception night shift. Show a fixed HUD in Turkish: top-left task panel with gold vertical accent, label "GÖREV", current objective and optional italic hint; top-right digital-style clock starting at 00:00; center crosshair and interaction prompt; bottom-center toast messages; and an inventory panel on the right when relevant. The task system should track active and completed duties and visibly turn the task accent green on completion. Include cleaning jobs: retrieve the mop from the cleaning-materials room, clean several visible brown dirt patches around the lobby/reception, collect trash bags from several locations, and carry/dump them at the outside trash-container zone. Include a dark spill near the entrance that can be cleaned with the mop, and an interactable sink/faucet with visible blue running-water geometry that can be turned off. The inventory should include at least the mop, trash bag, flashlight, and keys, with held-item highlighting and Turkish item names such as "Paspas", "Çöp poşeti", and "El feneri". Place the flashlight in the bedroom-like ground-floor room so it can be picked up rather than assuming it is initially held. At the reception desk, make the blue-screen CCTV computer an interactable. Pressing E opens a full-screen dark blue-black CCTV interface overlay titled "RESEPSİYON KAMERA SİSTEMİ", with status "● SİNYAL AKTİF", a grid of eight selectable camera buttons, and help text "1–8: daire kamerası · E / Esc: çıkış". Selecting cameras changes the active button/feed text; E or Escape exits the CCTV overlay. Do not show the normal world HUD over this overlay. Include a customer/conversation system represented by a bottom dialogue panel: speaker label, Turkish dialogue, selectable responses navigated with arrow keys and confirmed with Enter/E, and a hint explaining the controls. Conversations can create duties such as fetching/giving a key, fixing a lockout, stopping a running tap, and cleaning a spill. Also include dialogue topics about the stairs/elevator, apartment numbering, and whether the main door is locked at night; responses have branching text and some choices create or finish duties. Keep the surreal night-shift tone in the writing but keep the visible gameplay grounded in the apartment building and the actual chores. Lighting/state details matter: interior lamps are grouped by floor/area and can be switched as part of play; the exterior "APARTMAN" sign starts off and can be enabled through an outside wall switch near the entrance, with a corresponding interaction prompt "E — Tabelayı aç". Use warm emissive lamp/sign meshes, cool emissive monitor glass, and a shader-like falloff/fog that leaves distant corridors nearly black. The player should be able to leave the lobby through the front entrance to the small exterior area, reach the trash zone and sign switch, and return inside. Display Turkish interaction and status text including locked-door feedback such as "Kapı kilitli. Doğru anahtar gerekiyor." Ensure the experience begins with a centered translucent start overlay reading "Başlamak için ekrana tıklayın" and a smaller controls line: "W A S D: yürü · Fare: bak · E: etkileşim · F: fener · Esc: fareyi bırak". There are no enemies, weapons, combat, score, or health system; progression comes from exploration, item pickup, conversations, chores, keys, doors, lighting, and task completion.