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Midnight Ward

  • 3d
  • first-person
  • horror
  • exploration
  • survival
  • hospital
  • collectathon
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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. Nithick Jones 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 Nithick Jones what you would add next.

Make your own game

Midnight Ward was built by Nithick Jones 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 horror exploration game titled “Midnight Ward.” The player begins inside a long, dimly lit abandoned hospital ward at approximately the near end of a straight central corridor, with side rooms branching off behind partial wall dividers. Use a dark, cold visual style: nearly black blue-gray background, heavy exponential fog, strong vignette around the screen, desaturated gray-green concrete, rusty brown metal, and occasional muted blood-red stains. The camera should be a first-person perspective with a small pale crosshair at screen center and mouse-look after clicking the game view. Support WASD and arrow keys for movement, Space for jumping, and F or an on-screen button to toggle the flashlight. Include a bright cool-white cone flashlight attached to the camera; it should illuminate the otherwise very dark ward and visibly switch between ON and OFF.

Build the hospital environment as a long rectangular ward roughly 28 units wide and 44 units deep, with a central corridor, solid outer walls, a low ceiling, side-room divider walls, and a main exit door at the far end. Add a greenish illuminated EXIT sign above the exit. Populate the ward with sparse, ominous low-detail hospital props: rusty cabinets along both sides, simple metal medical beds with pillows, oxygen tanks and pipe racks, barrels, rusty pipes, and several flat old-blood stains on the floor. Add cold ceiling tube fixtures spaced down the corridor; they should glow weakly and periodically flicker. Include subtle cold ambient/blue moon lighting, a faint local flickering light, shadows, and footstep sounds while moving, plus a quiet looping atmospheric horror sound that starts after user interaction. Periodically trigger a scare event in which ceiling lights briefly change/flicker and the hint text says that a metal sound echoes somewhere behind the player.

The goal is to find three collectible ward keys distributed through the ward: one near the left side around the first rooms, one on the right side farther down the corridor, and one near the left side close to the far end. Make the keys small floating gold/brass objects shaped like a ring and shaft, slowly rotating and clearly visible when caught by the flashlight. When the player approaches within collection range, hide the key, increment the counter, and show short contextual messages: after an early key, “A ward key. Keep moving.”; after all three, “All keys found. The exit is at the end of the main corridor.” Once all three keys are collected, the objective changes from “Find the three ward keys” to “Reach the main exit.” The player wins by approaching the main exit door at the far end, showing a dark overlay with the large uppercase message “YOU ESCAPED,” the subtext “The hospital goes quiet behind you.” and a button to play again.

Add a humanoid zombie pursuer in the ward, using a simple zombie character with an idle animation. It starts farther down the corridor near the far end, initially inactive until the player collects a key or gets close enough; then it steadily follows the player through the ward at a slow speed that increases slightly with each key collected. It should turn toward the player while pursuing. If it gets very close, end the game with a dark overlay reading “THE WARD CLAIMED YOU,” the subtext “Something found you in the dark.” and a retry button. The HUD in the upper-left must display “Keys 0 / 3” (updating as keys are found) and a threat status that changes among “Threat: distant,” “Threat: nearby,” and “Threat: IMMEDIATE,” with distant gray-blue, nearby amber, and immediate red coloring based on monster distance. Center the current objective at the top. At the bottom center, show the controls text “WASD / arrows to move · click to look · F flashlight · Space jump.” Put the flashlight toggle in the upper-right on desktop, and make it a lower-right control on touch/mobile layouts. Keep the overall presentation sparse, tense, and nearly black, with cool gray UI typography, thin translucent borders, uppercase letter spacing, and a restrained cinematic horror atmosphere.

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