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Midnight Ward

  • 3d
  • first-person
  • survival-horror
  • exploration
  • mobile
  • keys
  • zombie
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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. Youchaamokari22 Kok built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Midnight Ward yet. Play it, then tell Youchaamokari22 Kok what you would add next.

Make your own game

Midnight Ward was built by Youchaamokari22 Kok 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 Ward 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 Midnight Ward

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 survival-horror exploration game titled "Midnight Ward" set inside a dark, abandoned hospital at night. Use a very dark blue-black palette, heavy exponential fog, a subtle full-screen vignette, sparse cold moon/ambient lighting, and red emergency-light accents. The player should explore a simple branching hospital corridor layout made from rectangular gray walls, a dark floor, and a low dark ceiling. The main corridor runs north/south around the starting area, with a branching corridor to the east near the back: the east wing is a long passage bounded by walls and ends at an exit door/portal. Place glowing red emergency strips along the left wall at intervals. Use a first-person camera with a small white center crosshair, smooth WASD movement, and no jumping. Start the player near the south end of the central ward, around the corridor entrance, facing into the hospital.

The objective is shown persistently at the top left as "FIND THE KEYS • 0/3" and is to collect three keys, then reach the exit at the end of the east corridor. Place exactly three floating, rotating gold keys with a ring and stem: one in the west side of the northern corridor around (-3.2, -5), one in the central/south passage around (3.2, 5), and one in the east wing around (15, 9). When the player comes within roughly 1.25 world units of a key, hide it, increment the counter, and play a brief ominous pickup sting. Once all three are collected, visually change the two red locked-door panels in the corridors to glowing green, although the actual win condition is reaching the exit. Put a red emergency-colored sign over a green-glowing exit portal at the far eastern end, around (15, 13.45). With all three keys, reaching within about 2.2 units of this exit displays a full-screen end overlay titled "YOU ESCAPED" with the message "The ambulance lights are still on outside." and a RESTART button.

Include a hostile humanoid zombie enemy loaded as a basic animated running zombie. Start it deep in the ward near the north/east side, around (15, -3), with a dim red point light near it. It should animate continuously, and when the player is within 20 units it should pursue the player's horizontal position at about 1.1 units per second, becoming slightly faster when close. If it reaches approximately 1.6 units, end the game immediately with a dark overlay titled "YOU WERE FOUND" and the message "The thing in the ward caught you." Include a RESTART button that reloads the game. Use soft shadows and a red glow around the monster to make it threatening, but do not add weapons or combat.

Give the player a forward-facing flashlight spotlight attached to the camera, with a cool white beam, shadows, limited range, and a fairly narrow cone. It starts ON and illuminates the dark corridors. Provide a top-right status badge reading "FLASHLIGHT ON" or "FLASHLIGHT OFF"; toggle it with the F key and with the large mobile FLASHLIGHT button at the bottom right. The FLASHLIGHT button should glow red while active. Add sprint: holding Shift on desktop or holding the bottom-right SPRINT button increases movement speed from approximately 2.5 to 4.4; release returns to normal. Support desktop keyboard controls (WASD, Shift, F) and mobile touch controls: a large circular virtual joystick at bottom left, a SPRINT button and FLASHLIGHT button at bottom right. Add a LANDSCAPE / FULLSCREEN button at top right that requests fullscreen and attempts to lock landscape orientation.

Use a responsive HTML HUD over the rendered canvas. At the top left show the pinkish objective text and live key count; at top right show the flashlight status and fullscreen button. Center the intro instruction card initially over the scene: large white stacked title "MIDNIGHT WARD", followed by "Find three keys. The exit is at the end of the east corridor." and "WASD / joystick to move • Shift / SPRINT • F / flashlight". In portrait orientation append a pink instruction to rotate the phone to landscape. Keep the HUD readable with white/pale gray text, dark translucent badges, rounded thin borders, and a strong black radial vignette. Include a tiny glowing white crosshair at screen center. Hide the intro message when tapped so play can begin, and initialize a very quiet low bass ambient hum plus short unsettling sawtooth stings for key pickup and successful escape after user interaction. The overall presentation should be sparse, oppressive, and minimalist rather than gore-filled: almost-black hospital corridors, cold flashlight visibility, fog, red emergency lighting, and a pursuing zombie.

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