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Arcade › Graveyard Shift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Serdan Demir built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Graveyard Shift yet. Play it, then tell Serdan Demir what you would add next.
Graveyard Shift was built by Serdan Demir 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.
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 3D top-down survival shooter titled “Graveyard Shift.” Use a dark, low-light graveyard at night viewed from a high, slightly angled perspective camera that follows the player. The scene should have a nearly black blue-gray background with subtle fog, a large dark green ground plane, and a central muddy brown path running through the graveyard. Populate the area with rows of stylized grave markers and wooden fence sections around the perimeter, using simple low-poly graveyard-kit-style models. Lighting should be moody: cool dim environmental and directional light with soft shadows, plus a warm yellow flashlight beam controlled by the player. The player is a small stylized survivor character near the center of the play area, made from a pale capsule-like body, a peach spherical head, and a small dark handheld gun/flashlight. The player rotates to face the mouse/touch aim location. Show a warm circular aiming ring on the ground around/near the player and place a small glowing yellow projectile at the player when firing. The player can move with WASD or the arrow keys, at roughly normal arcade movement speed, and can aim and fire with mouse click, touch/tap, or Space. Pointer aiming should project onto the ground plane, and the player should face and shoot toward that point. Start with 12 rounds of ammunition and a maximum ammo display of 12 / 12. Each click or Space press consumes one round and fires a fast-moving glowing yellow bullet; bullets expire after a short range/time. There is no reload mechanic. Spawn six animated humanoid zombies around the player at a radius of roughly 11–16 world units, then add another zombie approximately every five seconds. Zombies should be dark/stylized low-poly animated figures that walk directly toward the player at slightly varied speeds. If a zombie gets within close melee range (about 0.85 units), immediately end the game with an “You were overrun” overlay. A bullet hitting a zombie at close projectile distance kills it, removes it, increments the stopped-zombie score, and updates the zombie count. The game is an endless survival/score challenge: survive and stop as many zombies as possible; there is no separate level or win condition. Include a persistent HUD over the upper-left corner in a translucent near-black rounded panel with a thin muted-gold border and shadow. It must display the gold uppercase title “GRAVEYARD SHIFT,” rows for “Ammo” with the current value such as “12 / 12,” “Zombies” with the current live count, and “Flashlight” with “ON” or “OFF.” Under these rows show a horizontal flashlight battery bar, initially full and gold, that drains continuously while the flashlight is on. Start the flashlight on with 100 battery; drain it at roughly 2.2 battery units per second, automatically turn it off at zero, and otherwise allow toggling with F. Put a bottom-right rounded dark button labeled “Flashlight: ON” or “Flashlight: OFF” that also toggles the flashlight for mouse/touch users. The flashlight should visibly control the warm spotlight intensity, turning the beam off when disabled. Place small light instructional text at the upper-right: “WASD / arrows to move”, “Mouse / tap to aim and fire”, and “F toggles flashlight · R restarts.” When the player is caught, show a centered dark translucent full-screen overlay and rounded card with the heading “You were overrun,” text such as “You stopped N zombies.” and a “Restart” button. Restart should clear the existing zombies, respawn six, reset the player near the starting location, restore ammo to 12, battery to 100, flashlight to ON, reset the score, and dismiss the overlay. Also support pressing R to restart after game over. Keep the visual style restrained and atmospheric: almost-black blue-green environment, warm cream/yellow UI accents and flashlight glow, simple stylized geometry, soft shadows, and fog rather than bright colorful arcade scenery.