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Arcade › Night Desk
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Night Desk was built by Cortez Grayson 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 Desk 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.
Recreate a mobile-friendly first-person/night-watch survival game titled “Night Desk.” Use a Three.js-style 3D office scene viewed from a fixed seated desk perspective: a dark blue-black office with a large wooden desk in the foreground, a glowing monitor, side walls, a back wall, ceiling light, and three visible metal door areas/approaches (left, front, right). Use simple original abstract blocky silhouettes rather than recognizable copyrighted characters: blue hare, red laughing bear, orange pirate runner/fox, pale endoskeleton, and a gold apparition. The atmosphere should be tense and minimal, with deep navy shadows, cool blue lighting, fog/darkness, occasional red danger lighting, and brief colored screen flashes for events. Doors should visibly slide/shift when toggled and have small indicator lights that turn blue when open and red when closed. The core objective is to survive one 180-second shift from 12 AM through 6 AM. Start with a full-screen dark translucent introduction overlay titled “Night Desk,” explanatory text, a bullet list describing each threat, and a large “Start the shift” button. After starting, show an always-on HUD over the 3D scene. At the top, display four dark translucent bordered panels: Time (starting at “12 AM”), Power (starting at “100%”), Threat (starting at “Quiet”), and Goal (showing the remaining time, e.g. “Reach 6 AM — 180s”). Beneath them show a status/message card with contextual instructions. At the bottom, provide large touch-safe controls: “Cams,” “Under Desk,” “Left Door,” “Front Door,” and “Right Door.” Make the layout responsive: five columns on wider screens and three columns on narrow mobile screens. Implement these controls and rules exactly: - Cams toggles a camera panel over the scene. Opening cameras consumes power. The panel contains a noisy/static surveillance feed, feed title and description, an event timer line, explanatory text, and six selectable camera buttons: CAM1 Main Stage (“Curtains, taped floor marks, dead center stage glow”), CAM2 Dining (“Tables sit crooked — shadows move between chairs”), CAM3 Kitchen (“Metal pans, tile floor, a shelf with cold reflections”), CAM4 West Hall (“A long left corridor with cables dragging near the wall”), CAM5 East Hall (“The right corridor bends toward the office entrance”), and CAM6 Prize Corner (“Spare parts, a gift shelf, and a humming service hatch”). Selected feeds show colored rectangular labeled blips when threats are present. Camera buttons should be labeled with their camera ID and name. - Blue Hare roams the route CAM1 -> CAM2 -> CAM6 -> CAM4 -> OFFICE at roughly 9–14 second movement intervals. Checking its current camera is necessary, but staring at that feed for over 10 seconds makes it rush the office. When it reaches or rushes the office, show urgent instructions to use Under Desk; hiding lasts about 2.6 seconds and lets it pass, after which it retreats and resumes roaming. If the player does not hide before its attack timer expires, the shift is lost. The selected hare feed should show a “Blue Hare stare timer” countdown and text saying to glance, not stare. - Kitchen Bird periodically triggers a loud pan-banging/cupcake emergency after an initial cooldown of about 34 seconds. Start a 60-second countdown and randomly place the missing cupcake on one of the six camera feeds. The player must open/switch cameras, find the feed containing a small “CAKE” blip, and press a visible “Grab cupcake” button while viewing that feed. Success clears the event and restores quiet; failure when the timer reaches zero loses the shift. CAM3 can also show a “BIRD” blip during the event, and the camera feed should display the remaining cupcake-panic time. - Laughing Bear advances along CAM1 -> CAM2 -> CAM5 -> OFFICE at roughly 18–27 second intervals, announcing a low laugh when it moves. When it reaches the office, the player must close the Front Door within about 3.4 seconds. A closed front door stops it and sends it back into the halls; leaving the door open loses the shift. - Pirate Runner begins an event after a cooldown around 42 seconds. First show a “fake-left” phase for about 1.3 seconds with movement on CAM4/left approach and a message warning that it is a fake. Then switch to a “juke-right” phase for about 1.6 seconds, show the actual orange “FOX” blip on CAM5/right approach, and instruct the player to shut the Right Door. A closed right door makes it retreat; an open one loses the shift. - Endo periodically appears in the front corridor after roughly 48 seconds, with a pale “ENDO” blip on CAM6 and a short 2.5-second response window. Close the Front Door to block it and make it retreat; otherwise the shift is lost. - Golden Ghost appears after a random cooldown around 30 seconds as a gold silhouette/face and urgent golden flash. The player must flip the cameras up immediately by opening the Cams panel. If cameras are open it disappears and resets its cooldown; if they remain closed for about 2.4 seconds, the player loses. All threats can overlap. Show active threat names in the Threat HUD panel, otherwise show the latest contextual label such as Quiet, Blue Hare, Kitchen Bird, or Power Out. Use brief white/color flashes and status messages as cues rather than invented audio requirements. Feed visuals should use a dark surveillance rectangle with horizontal scanline/static styling and simple glowing colored labeled blocks: HARE blue, BIRD orange, BEAR red, FOX orange-red, ENDO pale, CAKE/golden and GOLD yellow. Power steadily drains while the shift runs: baseline approximately 0.32 per second, with additional drain for the front door closed (+0.33), left door closed (+0.18), right door closed (+0.22), cameras open (+0.20), and hiding under desk (+0.08). Display rounded percentage power. When power reaches zero, turn off all doors, mark “Power Out,” darken the office dramatically, and leave the player vulnerable. Doors should be toggles, with active/danger styling when closed. Under Desk should show a full-screen dark cover and text such as “You duck under the desk and hold still.” The 3D presentation should include smooth door movement, a cool ceiling glow that changes gold during the ghost event or orange during the kitchen event, flickering/weakening lights during danger or power outage, silhouetted threat figures appearing at appropriate office approaches, and a dark foggy room. Keep the interface high contrast with rounded translucent panels, thin blue borders, white text, cyan active accents, red danger accents, and yellow warning accents. Use pointer/touch-safe large buttons. On success at 180 seconds, show a full-screen overlay with “6 AM,” “You made it through the shift,” and a “Play again” button. On failure show “Shift lost,” the reason for the failed response, and a “Restart shift” button. Include no extra game modes or mechanics beyond this single shift survival loop.