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Graveyard Watch

  • 3d
  • top-down
  • survival
  • shooter
  • zombies
  • horror
  • arcade
0
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2 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ahsan Khan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Graveyard Watch yet. Play it, then tell Ahsan Khan what you would add next.

Make your own game

Graveyard Watch was built by Ahsan Khan 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 Watch 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 Watch

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 browser game titled "Graveyard Watch" as a dark, minimalist 3D top-down survival shooter. Use a Three.js-style perspective camera looking almost straight down at a small graveyard arena: a 40-by-40 dark green ground plane enclosed by low border walls/fence, with fog fading the edges into a very dark blue-green background. Add scattered stylized graveyard props, including six gravestones/crosses, fence sections along the north and south sides, and two lantern props near the center. Use soft shadows, muted green/blue materials, cool ambient and directional moonlight-like lighting, and a warm pale-yellow glow from the player’s lamp and muzzle/projectile visuals. The overall style should be sparse, moody, low-poly and atmospheric rather than detailed or brightly lit.

The player is a small simple stylized guardian character at the center, built from primitive shapes: a pale capsule-like body/head, a dark blue-gray short coat/cylindrical lower body, and a small glowing yellow lamp. Keep the player constrained to the graveyard area. Provide top-down movement using WASD and arrow keys through a target-following top-down control scheme, at approximately 4.2 movement speed. Aim with the mouse: raycast the cursor onto the ground, show a small pale-yellow circular crosshair with horizontal and vertical reticle lines at the cursor, and rotate/display a faint translucent warm flashlight cone on the ground from the player toward the aim point.

The core loop is to survive while shooting incoming zombies. Begin on wave 1 with 12 ammunition and four zombies spawned around the outer area at random angles and distances roughly 9–12 units from the player. Continue spawning another zombie approximately every 3.5 seconds initially, with the interval gradually shortening by wave but never below 1.2 seconds. Every 24 seconds advance the wave number. Zombies should use stylized animated graveyard zombie models, walk toward the player with slight random speed around 0.55–0.75, and rotate toward their movement direction. A zombie touching the player at about 0.72 units ends the game immediately; there is no separate health or lives system. Display the current number of living zombies as Threats.

Fire one shot with left mouse click or Space. Each shot consumes one ammo, creates a small glowing pale-yellow projectile traveling from the player toward the last ground aim point at speed 10, and lasts about 1.4 seconds. A projectile hit within roughly 0.48 units of a zombie removes it in one hit and adds one to the score; do not add a score display unless desired internally, since the visible HUD does not show score. Prevent firing when out of ammo or after game over. Press R to instantly refill ammo to 12. There is no automatic reload and no visible ammo reserve.

Create a fixed HTML HUD over the canvas. In the upper-left, place a rounded translucent nearly-black panel with a subtle pale border and shadow. Show the uppercase title "GRAVEYARD WATCH" in spaced bold lettering, and beneath it the labels and values "Ammo 12", "Wave 1", and "Threats 4"; values are bright warm ivory-yellow while labels are muted gray-green. On wider screens, show an upper-right translucent hint panel reading exactly: "WASD / arrows to move · aim with mouse · click or Space to fire · R reload"; hide this hint on narrow screens. Keep the crosshair at the mouse position. On game over, center the message "The graveyard took you" in large pale text and reveal a green Restart button beneath it; clicking Restart reloads/resets the game. Keep the restart button hidden during play. The canvas should fill the viewport, work responsively, and use a dark nearly black page background.

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