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Arcade › Midnight Forest
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Midnight Forest was built by haiderazeem5445 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 Forest 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 browser-based 3D first-person survival game titled “Midnight Forest” / “Midnight Forest Survival.” Use Three.js-style WebGL rendering with a 72-degree perspective camera, shadows, soft shadow mapping, ACES-style tone mapping, and a dark atmospheric forest. The player starts at approximately (0, 0, 6), looking toward a central campfire at the origin, with an FPS camera controlled by mouse look and WASD movement. Include jump/gravity behavior if supported by the FPS controller, but do not add combat weapons or other actions beyond those described. World and visuals: Make a large circular forest floor about 32 units in radius, nearly black blue-gray and rough, with exponential fog. Scatter roughly 46 pine trees around the campfire in a ring 7–25 units from the center, using varied low-poly pine silhouettes and slightly varied scales. The scene should feel sparse, dark, and nocturnal, with warm orange firelight contrasting against blue-black forest shadows. At the center, build a campfire from crossed logs and surrounding stones, with bright orange-red ember shapes, a flickering warm point light, and several translucent gray smoke puffs that slowly rise and recycle. Add a subtle dark reddish circular safety/light ring around the campfire. Use a cool blue-gray hemisphere fill and a warm directional sun during daytime; transition to very dim moonlike fill and almost no sunlight at night. The background, fog density, and light intensities should visibly shift between day and night. Core loop: The player gathers wood from trees during daylight by aiming the center crosshair at a tree and left-clicking. A successful chop removes the targeted tree and adds exactly 1 wood. There is no axe model or chopping animation required. The HUD shows current health, wood, and available torches; available torches equal the integer wood count divided by 3. Press E to spend 3 wood and place a simple torch 1.5 units in front of the player, consisting of a short brown stem and a bright orange cone flame. Placed torches remain in the world and create warm local illumination; the nearest torch should drive an additional warm point-light accent. Do not allow torch placement without at least 3 wood. Time and enemies: Start in a DAYLIGHT phase with a 60-second countdown. When it reaches zero, switch to NIGHT SURVIVAL for 60 seconds, then alternate every 60 seconds indefinitely. On the first transition into night, spawn three shadow monsters at random points roughly 22 units from the center; additional night spawning may be omitted unless matching the simple implementation. Monsters are near-black, low-detail shadow figures with a capsule-like tall body and two small glowing red eyes. They move toward the campfire/center. Any monster inside the campfire’s central lit radius (about 4.6 units) or within about 3.4 units of a placed torch is immediately burned away and removed. If a monster reaches the player/campfire area within about 1.15 units before being lit, it deals 8 damage, is removed, and can reduce health to zero. Health begins at 100%; when it reaches zero, stop active gameplay and mark the game over state. Do not invent a separate victory screen or score system; the visible implementation is an open-ended timed survival loop. HUD and start screen: Keep a fixed overlay over the canvas. In the upper-left, show a translucent near-black rounded panel with a thin warm amber border, titled in uppercase amber text “MIDNIGHT FOREST SURVIVAL,” followed by rows for “Health” with a percentage and a warm gradient health bar, “Wood,” and “Torches.” In the upper-right, show a compact translucent panel reading “DAYLIGHT” or “NIGHT SURVIVAL” and the remaining seconds, such as “60s.” Put a small glowing amber crosshair exactly at screen center. At the bottom center, show the instruction text: “WASD move · Mouse look · Left click chop · E place torch”. Before play begins, display a centered modal card over the dark forest: translucent almost-black background, rounded corners, subtle amber outline, title “Midnight Forest,” description “Gather wood before the sun fades. Keep the fire alive and burn away the shadows.” and an orange button labeled “Enter the forest.” Clicking the button hides the modal and requests pointer lock so mouse look begins. Use a restrained low-poly asset aesthetic, warm cream/amber typography, charcoal panels, and strong orange fire illumination against a very dark blue forest. Make the layout responsive for desktop and narrow screens.