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Night Ape

  • 3d
  • third-person
  • survival
  • horror
  • escape
  • collectathon
  • mobile
  • low-poly
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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. Rodrigo Costa built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Night Ape yet. Play it, then tell Rodrigo Costa what you would add next.

Make your own game

Night Ape was built by Rodrigo Costa 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 Night Ape 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 Night Ape

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.

Recreate a short 3D third-person stealth/escape game titled “Night Ape: Escape,” set in a very dark abandoned forest camp at night. Use Three.js-style real-time 3D rendering with a fixed dark blue-black sky/background, fog that obscures the distance, moonlike cool directional lighting, soft shadows, and a muted green-gray color palette. The camera should follow behind and slightly above a human survivor player, with third-person movement, camera look/drag controls, and mobile support: a left virtual joystick for movement, drag to look, and a jump button; also support WASD on desktop. The survivor starts at the near/southern end of a long, broad gray-green rectangular escape path, around z=12, and must travel toward the far/northern end around z=-16. Place a dark forest ground plane around the path. Decorate the camp with two blue-black barrels (one left near the player and one right farther ahead), a green chest in the center of the path, several sparse dead trees around the sides, and simple fence posts along the far edges. At the end of the path, create a large dark green rectangular exit gate with a lighter glowing green inset panel.

The main enemy is the “Ape,” a simple stylized, nearly black humanoid ape/monster positioned farther up the path at the beginning of play (around z=-9). Build it from primitive shapes: a large rounded torso, round head, long hanging arms with hands, legs, two tiny glowing red eyes, and a small glowing red rectangular jaw/mouth. It should continuously chase the player across the ground at roughly 1.45 units per second, rotate to face the player, and stop advancing only when close enough to trigger defeat. The player moves at roughly 4.2 units per second, can jump with gravity, and the camera follows the player at about 5.6 units distance.

Place exactly three collectible batteries as floating, glowing pale-green octahedrons: one on the left side near the starting section (approximately x=-4,z=8), one on the right/middle (x=4,z=-1), and one on the left near the far end (x=-3,z=-10). They slowly rotate and bob vertically. When the survivor comes within about 1.15 units, hide the battery, increase the counter, and show a short status message. The player’s objective is to collect all 3 batteries, then reach the exit gate at the far end (when z is less than about -13.6). Reaching the gate before collecting all batteries must not complete the game. If the Ape comes within about 1.35 units, end the game in defeat; after collecting all batteries and crossing the gate, end the game in victory. On either ending, stop gameplay and show a “Recomeçar” restart button.

Add a clean responsive dark overlay HUD in Portuguese. In the upper-left, show a translucent rounded panel with the uppercase title “NIGHT APE: ESCAPE” and the objective counter “Baterias: 0/3 · Encontre a saída,” updating to the collected count and changing to “FIM DE JOGO” when the game ends. At the top center, display the red warning “O APE ESTÁ PERTO” only when the Ape is within about 7 units. At the bottom center, show instructional/status text: initially “Use o joystick móvel ou WASD para explorar. A câmera segue seu olhar.” and after starting “Recolha as baterias. Não deixe o Ape encostar.”; update it for battery pickups, all batteries collected, defeat (“O Ape encontrou você. Toque em Recomeçar.”), and victory (“Você escapou da floresta. Toque em Recomeçar para jogar de novo.”). Before play, cover the scene with a centered dark radial-gradient start screen and card titled “Night Ape,” explaining in Portuguese that this is a short escape through an abandoned camp, asking the player to collect 3 batteries and reach the gate before the creature finds them, with a button labeled “Entrar na floresta.” Include the mobile control hint. Keep the visual style low-poly, sparse, ominous, and heavily shadowed, matching the nearly black forest, cool moonlight, glowing green batteries/exit, red Ape face, and minimal HUD visible in the reference.

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