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Arcade › Midnight Diner
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Uzair Malik built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Midnight Diner yet. Play it, then tell Uzair Malik what you would add next.
Midnight Diner was built by Uzair Malik 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 Midnight Diner 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 first-person 3D stealth game titled “Midnight Diner,” set inside a dark, empty neon-lit diner at night. Use a Three.js-like real-time 3D presentation with a 72-degree perspective FPS camera, mouse look, WASD movement, no jumping, collision against the diner walls, bar, and furniture, and a player starting near the front entrance at approximately (0, 1.05, 7.1), facing into the room. The visual style is deliberately minimal and moody: nearly black/navy background and fog, dark purple walls and floor, strong magenta/pink and cyan emissive neon, soft moon-blue fill lighting, and shadows. The screenshot should read as a low-poly neon noir diner: a long pink-lit bar counter along the back wall, four dark magenta booth seating areas with tables distributed through the room, cyan and pink vertical neon wall strips, a glowing “MOONLIGHT” sign over the bar, and a cyan “EXIT” sign/door at the front-right end of the diner. Build a rectangular enclosed room with a floor about 14 by 18 units, back wall at the far end, side walls, and a front wall split around the exit doorway. Include the glowing exit door at the front-right position; reaching it is the only win condition. The objective is explicitly shown in the HUD: “OBJECTIVE: Reach the exit without being spotted.” A guard named Jane is on patrol. Load a simple blocky humanoid character for Jane, scale it small/low-poly, and have her continuously patrol a rectangular route around the diner: approximately (-4.8,-5.1) to (4.6,-5.1) to (4.6,5.6) to (-4.6,5.6), moving at normal speed 1.05 and turning toward each waypoint. If she sees the player, she gradually becomes suspicious rather than instantly detecting them. Give her a forward-facing vision cone represented by logic rather than a required visible cone: she can see only within 5.8 units when the player is standing, or 3.0 units when crouching, and only when the player is in front of her (forward dot product greater than 0.48). Detection is also disabled while the player is hidden in booth cover. Increase an alert meter while visible and decrease it when not visible; when alert reaches full, set the game over state and show “SPOTTED BY JANE — press R to restart.” While alert is above roughly half, the HUD should say “Jane is suspicious…”. When alerted, Jane moves faster at 1.75 units/second. Give the player two stealth actions. C toggles crouching, and the on-screen button changes from “CROUCH” to “STAND”; crouching reduces Jane’s detection range but does not make the player invisible. E toggles hiding/taking cover when near one of the four booths. Booth cover should only work within about 1.7 units of the booth’s cover center; pressing E elsewhere displays “No booth cover nearby.” When hidden, display “Hidden in booth cover.” and suppress Jane’s vision check; pressing E again leaves cover and displays “Left cover.” Place booths approximately at (-4.2,-3.2), (4.2,-1.8), (-3.8,2.4), and (3.9,3.8), with dark magenta backs and seats and simple tables/legs. The player can use these as concealment, but must still navigate to the exit. Implement the HUD as a fixed overlay. In the upper-left, use a translucent very dark panel with a thin pink border and subtle pink glow. Show the objective in pale pink/white, the line “Jane is on patrol.” initially, and the hint “WASD move · mouse look · C crouch · E hide/take cover” in light cyan. Put a small glowing white/pink crosshair at screen center. Put two touch-friendly bottom-right buttons: a cyan-edged dark “COVER” button and a pink-edged dark “CROUCH” button; they should also work with pointer/touch input. Show temporary centered notification banners near the top for cover feedback, detection/game-over, and success. On success, when the player is within about 1.25 units of the exit, stop gameplay and display “ESCAPED — the diner door clicks shut behind you,” with HUD state “You slipped out into the neon night.” On game over display “Alarm raised. Press R to restart.” and allow R to reload/restart. Play quiet carpet footstep sounds periodically while the player is moving. Keep the atmosphere sparse, dark, and neon-lit, with the room geometry and signs readable through the darkness rather than adding extra gameplay systems, weapons, inventory, score, or enemies.