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Graveyard Watch

  • 3d
  • first-person
  • horror
  • exploration
  • collectathon
  • low-poly
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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. Jason Harvey 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 Jason Harvey what you would add next.

Make your own game

Graveyard Watch was built by Jason Harvey 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 first-person 3D horror exploration game titled “Graveyard Watch.” The player starts on a dark muddy path in a large nighttime graveyard and must collect three cold, glowing skull candles to open the gate. Use a Three.js-style WebGL scene with a 72-degree perspective camera, very dark blue-black background, strong exponential fog, soft moonlight, subtle red fill light, and warm orange light from the nearest uncollected candle. The ground is a broad, nearly black-green plane with a narrower brown muddy path running forward through it. Arrange low-poly graveyard props in the distance: gravestones on both sides of the path, sparse dark dead trees, and an old coffin toward the far right/back. Place the three candles at approximately these world locations relative to the starting point: left/front (-1.1, z=3), right/mid (1.2, z=-3), and left/far (-1.3, z=-9). Candles should be skull-shaped candle props, small and dimly glowing, and disappear when collected by walking within about one meter. Display a first-person camera controlled by WASD or an on-screen joystick, with mouse/pointer-lock look-around, walking speed about 2.6 and sprint speed about 4.2; allow jumping. Begin the player near (0, 0, 8), facing down the graveyard path. Include a very tall, ominous watcher at the far gate/back of the graveyard around z=-13: a faceless black figure made from a long angular/conical coat, dark neck and head, bright white eyes, and an unnaturally wide white smile. The watcher should face the player and slowly approach when within roughly 12 units. As the player gets within 5 units, show a full-screen modal visitor encounter that pauses movement and releases pointer lock, with the text “Can I come in?”, “His eyes are white. His smile is much too wide.” and one button: “No. You're a stranger.” If the player refuses, hide the modal, move the watcher farther back, and make it approach faster; if it reaches the player within about 0.85 units, show the loss screen. Before refusal, the watcher can also trigger the encounter at close range. The HUD is always visible over the scene: top-left “CANDLES 0 / 3” updated as candles are found, top-right “THE FOG IS LISTENING,” changing to “HE IS WATCHING YOU” when the watcher is within 5 units, and a bottom-center hint “Find the three glowing candles.” Use uppercase system UI for the HUD and a restrained serif style for modal panels. On launch, show a centered dark translucent intro panel titled “GRAVEYARD WATCH,” explaining “The gate is locked. Find three cold candles before the thing in the fog finds you.” and “WASD or the on-screen joystick to move. Look around. Keep moving.” with an “Enter the graveyard” button. Starting hides this panel and begins the game. On collecting all three candles, immediately show a centered win modal titled “The gate opens” with text “The candles burn blue. Somewhere, a lock clicks open.” and a “Try again” button. On being caught, show a loss modal titled “The fog found you” with text “You should have listened to the bells.” and the same restart button. Keep the presentation sparse, nearly monochrome, low-poly, fog-obscured, and tense, with no combat, weapons, score, or additional invented mechanics.

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