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Night Falls

  • 3d
  • third-person
  • melee
  • survival
  • dark-fantasy
  • arena
0
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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. Francisco Carlos Arrabal Gomes built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Night Falls yet. Play it, then tell Francisco Carlos Arrabal Gomes what you would add next.

Make your own game

Night Falls was built by Francisco Carlos Arrabal Gomes 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 Falls 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 Falls

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 dark third-person 3D melee survival game titled “NIGHT FALLS,” with the subtitle “THE FIRST ROOM.” The player controls a solitary stylized knight-like humanoid in a small ruined castle courtyard at night. Use an over-the-shoulder camera positioned behind and slightly above the avatar, with mouse look/orbit control and the player centered in view. The camera should be a perspective camera with a somewhat cinematic, moody presentation and distance of roughly five meters.

Scene and atmosphere: make the world very dark, with a near-black navy-purple background and fog that obscures the far edges. The ground is a large, flat, rough dark stone/dirt plane. Surround the playable courtyard with simple ruined castle geometry: a north wall, west and east side walls, four blocky ruined corner pillars, and a wooden/stone gate structure centered on the north wall with tower pieces on either side. Add a ruined house-like structure toward the back-left and a large rock toward the back-right. Lighting should be strongly nocturnal: soft lavender moonlight from above/front-left, subtle purple ambient light, and a dim moving crimson-magenta point light near the center. Use shadows, restrained bloom/emissive materials, and muted charcoal, purple, burgundy, and crimson colors. Place a thin glowing dark-red/magenta ring rune on the ground around the central combat area, approximately 3.7 meters in radius.

Player avatar: build the player from simple low-poly primitive meshes rather than a detailed realistic human. It is a dark purple/black armored or cloaked humanoid: capsule-like torso, spherical metallic lavender-gray head, dark cape panel, two segmented arms with small metallic hands, two dark legs, and a short straight sword held at the right side. The player starts near the front/south side of the courtyard, around the center at z=3.5, facing toward the gate. Give the avatar soft shadow casting and a faintly reflective head/hand/sword material. Animate a simple walk/run cycle by alternating legs and counter-swinging arms; during an attack, swing the right arm and sword forward in a visible arc.

Enemies and objective: place exactly three stationary hostile “living corruption” creatures in the courtyard: one left/front around (-3.6, -1.5), one right/front around (3.4, -2.3), and one farther back/right around (1.8, 4.5). Each creature is a low-poly organic crimson blob: an elongated faceted icosahedron core with five stubby capsule-like crimson tendrils radiating around its base/sides. Use dark red/pink materials with strong internal red emissive glow. They should slowly rotate and subtly bob/pulse. The creatures do not pathfind or visibly attack; they damage the player continuously when the player is within about 1.25 meters. Each has 3 hit points. The player’s sword attack checks for nearby corruption within roughly 2.1 meters at the active moment of the swing, subtracting one hit point from every eligible nearby creature. On hit, briefly flash/pulse and shrink the enemy core slightly. At zero health, hide the creature and count it as purged. Show brief centered combat messages such as “CRIMSON FLESH CUT” and “CORRUPTION PURGED.” The practical goal is to survive and purge all three corruptions; track a score that increases by one per defeated creature, even if no large victory screen is shown.

Controls and mechanics: support WASD movement relative to the camera, mouse look, Shift to run, Space to dodge, and either left mouse click or J to attack. Do not allow jumping. A dodge is a short forward burst in the camera-facing horizontal direction lasting about 0.22 seconds, moving quickly at roughly 7.5 units/second, and costs 18 effort. A sword attack lasts about 0.46 seconds, has a cooldown of about 0.68 seconds, faces the player toward the camera-facing attack direction, and costs 12 effort. Effort regenerates at roughly 8 points per second up to 100. Display player vitality starting at 100/100; contact damage drains it at about 7 per second while close to a corruption. When vitality reaches zero, reset vitality to 100, respawn the player at the original starting position, and show the message “THE FALL CLAIMED YOU.” Keep movement constrained by the courtyard/walls as appropriate.

HUD: overlay the 3D scene with a fixed, elegant game interface. At the upper-left, show large spaced serif text “NIGHT FALLS” in pale warm gray, with “THE FIRST ROOM” below in smaller spaced sans-serif text. At the bottom-left, show two labeled horizontal status bars: “VITALITY” with a numeric “100 / 100” style readout and a dark red-to-bright red fill, and “EFFORT” with a numeric readout and a purple-to-lavender fill. Use thin dark borders and a subtle inset/shadow effect. At the bottom-right, show small pale gray control instructions exactly in this style: “WASD MOVE · SHIFT RUN · SPACE DODGE” and “CLICK / J ATTACK · MOUSE LOOK.” Include a subtle centered transient toast area for combat/death messages. Keep the interface unobtrusive and pointer-transparent.

Optional multiplayer architecture: if the platform supports networking, add an optional room system backed by Supabase Realtime, with generated six-character room codes or joining an entered code. Synchronize remote player transforms, facing, animation, health, dodging and attacking at approximately 15 updates per second; broadcast attack events and corruption health/death events. The game must remain fully playable offline when networking credentials are absent, with no requirement that a room UI be visible in the main HUD.

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