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Graveyard Shift

  • 3d
  • top-down
  • survival
  • shooter
  • zombies
  • arcade
  • graveyard
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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. Preeti Bharti built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Graveyard Shift yet. Play it, then tell Preeti Bharti what you would add next.

Make your own game

Graveyard Shift was built by Preeti Bharti 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 Graveyard Shift 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 Graveyard Shift

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 playable 3D top-down survival shooter titled “GRAVEYARD SHIFT.” The game takes place at night in a dark graveyard. Use a perspective top-down camera following the player at roughly 10 units distance, with a 52-degree perspective view. The world should have a nearly black blue-gray background and fog, a large flat dark ground plane, and a circular slightly lighter gray safe/path area centered on the player’s starting position. Light the scene with cool moonlight and a warm flashlight spotlight attached to the player; the flashlight should point toward the mouse/touch aim position and visibly illuminate the ground in that direction. Use stylized low-poly graveyard-kit models: a small keeper/survivor player in the center, animated zombies, several individual graves scattered around the central area, damaged fence pieces at the four outer corners, and three warm lantern props around the center. Models cast shadows where appropriate.

Core goal: survive as long as possible while shooting approaching zombies. The player begins at the center with HP 100, AMMO 36, WAVE 1, and DOWNED 0. Zombies spawn randomly around a ring approximately 12–16 world units from the center, walk toward the player, and use walk and melee attack animations. Each zombie has 2 health and moves at about 0.75 units/second plus a small increase based on the current wave. When a zombie reaches about 0.72 units from the player, it attacks and drains 10 HP per second. If HP reaches zero, stop gameplay and show an “OVERRUN” game-over panel with text reporting the number of seconds survived and zombies downed, plus a RESTART button.

Controls: WASD or arrow keys move the player in the horizontal plane at 3.3 units/second; mouse movement aims on the ground plane; clicking fires toward the current aim point; pressing SPACE also fires. Include a mobile/touch-friendly circular FIRE button at the lower-right that fires toward the current aim. Each shot consumes one ammo, has a 0.24-second cooldown, and creates a small glowing yellow projectile traveling in a straight line at about 18 units/second. Projectiles last about 1.3 seconds. A projectile hitting a zombie within approximately 0.52 units removes one health; the second hit downs/kills it, removes it from active play, increments DOWNED, and updates the wave every 8 downs (wave = 1 + floor(DOWNED/8), with the displayed wave incrementing at each multiple of eight). Do not add reloads, pickups, special weapons, or other mechanics not described here. Shooting does nothing when out of ammo or during cooldown.

Spawn zombies repeatedly: initially one at a time, with a spawn interval around 2.4 seconds that gets slightly shorter as wave rises, never below 0.6 seconds. After 35 seconds, spawn an additional zombie on each spawn cycle. Spawned zombies should face the player, animate while walking, and switch to a melee attack animation when close. Keep the game running until the player is overrun; there is no separate victory state.

HUD/UI: overlay the 3D view with two translucent dark rounded panels at the top. At upper-left show large gold, letter-spaced “GRAVEYARD SHIFT” and the subtitle “Survive the night.” At upper-right show right-aligned “WAVE 1” (updating), “HP 100 · AMMO 36” (updating), and “DOWNED 0” (updating). Use a clean system sans-serif font, pale gray text, gold accent color, subtle borders, and soft text shadows. At the bottom center show the instruction line: “WASD / arrows to move · mouse to aim · click or SPACE to fire · flashlight follows your aim.” Put the gold-outlined circular FIRE button at bottom-right, with dark warm-brown translucent fill and “FIRE” in pale gold. On game over, show the centered dark panel with orange “OVERRUN,” survival duration/downed summary, and a centered RESTART button. Make the layout responsive to portrait screens and support keyboard/mouse plus touch input. Render with antialiasing, shadows, ACES-style tone mapping, cool dark colors, warm lantern/flashlight highlights, and restrained stylized low-poly visuals matching the screenshot.

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