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Arcade › Midnight at Moonrise
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Create a browser-based, single-screen survival horror game titled “Midnight at Moonrise,” set in a closed Moonrise Family Diner during a one-shift night watch. Use a dark, minimalist 2D canvas presentation with an almost black navy/charcoal palette, thin blue-gray outlines, subtle film/static noise, monospaced UI text, and restrained cyan, muted gold, and red accents. The game must be playable with keyboard and touch/mouse buttons and should scale to the full viewport. Opening screen: show a centered dark translucent panel over the dim diner scene. Title it “MIDNIGHT AT MOONRISE,” with subtitle “A ONE-SHIFT SURVIVAL SLICE.” Explain that the diner is closed, stage lights are off, something in mascot storage has started moving, and the player must survive until 6 AM by checking cameras and sealing a shutter only when a visitor reaches the hall. Include a legend: A/D shutters, SPACE cameras, Q/E hall lights, R restart shift, and a START SHIFT button. Main office view: render a first-person security-office-like composition, without a visible human body except for a large black chair silhouette at the bottom center. The background should be a dim vertical-paneled back wall occupying the middle of the screen, fading into black around the edges. Put a simple security console/monitor on a desk at center-bottom, outlined in blue-gray; its screen says “SECURITY CONSOLE,” or “CAMERA LINK ACTIVE” while cameras are open. Add two small muted-gold horizontal lamps near the upper left and upper right. On both sides, show rectangular dark hall openings with thin outlines and several vertical perspective/panel lines. The hall interiors are nearly black with a faint gradient. When illuminated, the hall gets a warm brown/gold glow and may reveal the threat. When a shutter is closed, draw a tall dark red sealed barrier across that side, with vertical ribs and the word “SEALED.” HUD: at the top left display “MOONRISE FAMILY DINER // NIGHT WATCH.” At top right show SHIFT, beginning at “12 AM,” and POWER, beginning at “100%.” Power is a percentage and turns red when below 25%. At the bottom, provide LEFT SHUTTER and RIGHT SHUTTER buttons, plus OPEN CAMERAS and HALL LIGHT buttons. Buttons have dark panels, thin borders, cyan active styling, and red styling for active shutters. Show the hint “WATCH THE CAMERAS · KEEP THE DOORS CLOSED ONLY WHEN YOU MUST.” Core survival loop: a shift lasts 70 real-time seconds and advances from 12 AM to 6 AM; reaching 70 seconds wins with the message “The front lights came on. The diner is yours again.” Each second drains power by a base amount, with additional drain while the camera monitor is open and larger additional drain for each closed shutter. If power reaches zero, lose with “The console died in the dark.” The player must balance surveillance, hall lights, and shutters rather than leaving doors closed continuously. There are two named moving threats: Morrow approaches from the left and Vanta approaches from the right. Each has a room/progression value starting in an interior room and periodically advances through the building, with movement occurring roughly every several seconds and usually moving one room closer. If a threat reaches its corresponding hall and that shutter is open, immediately lose with “Morrow reached the left hall.” or “Vanta reached the right hall.” If the corresponding shutter is closed at that moment, repel the threat and reset it back to an interior room. Threats should be visible as vague dark mascot-like silhouettes on the relevant hall when they reach the hall, with tiny contrasting eyes; a hall light makes the silhouette more visible, with a red/pink body and pale eyes, plus a “?” marker. Do not add combat, inventory, weapons, or extra enemies. Controls: A toggles the left shutter, D toggles the right shutter, SPACE toggles the camera monitor, Q pulses the left hall light for about three quarters of a second, and E pulses the right hall light for about three quarters of a second. The touch HALL LIGHT button pulses both lights. While a hall light is active, render the hall warmer/brighter and reveal a nearby threat. R restarts after a loss or victory. Ignore controls when the game is not running except restart after game over. Make controls work both through the on-screen buttons and keyboard. Camera monitor view: opening cameras replaces the office view with a dark blue-black surveillance interface. Include a bordered “CAMERA NETWORK // LIVE” header, a left-side MAP panel and a larger feed panel on the right. The map has five labeled nodes: “1 STAGE,” “2 DINING,” “3 STORAGE,” “4 LEFT HALL,” and “5 RIGHT HALL,” connected visually by the map layout; the selected node is red while other nodes are blue-gray. The feed header reads “CAM [number] // [location].” Camera 1 shows an empty stage with “EMPTY STAGE.” Other feeds show dim vertical lines and either “NO MOTION” or a vague silhouette; label a visible threat with its name. A threat in the matching hall feed should be slowed while that camera is actively selected, making camera checking useful but costly in power. Keyboard number keys 1–5 select cameras only while the monitor is open. At the bottom of the camera display show “1-5 SELECT CAMERA SPACE CLOSES MONITOR.” The overall atmosphere should be tense and sparse rather than graphic: near-black diner architecture, faint static/noise speckles, subtle gradients, thin technical borders, and ambiguous mascot silhouettes. On victory show an overlay titled “6 AM — YOU MADE IT” and a PLAY AGAIN button; on defeat show “SIGNAL LOST,” the appropriate failure message, and a RESTART SHIFT button. Keep the scene and interface faithful to this restrained surveillance-horror aesthetic.