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Arcade › Night Hangman
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jacob smith built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Night Hangman yet. Play it, then tell Jacob smith what you would add next.
Night Hangman was built by Jacob smith 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 Hangman 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.
Create a mobile-first 2D horror-themed hangman game titled “Night Hangman.” Use a full-screen dark interface with a near-black/navy radial-gradient background, subtle drifting fog layers, translucent charcoal panels with rounded corners, thin light borders, blur, and a restrained crimson glow. At the top, show the creepy stylized title “Night Hangman” in a horror display font, with the subtitle “Guess the hidden word before the thing in the dark gets you.” and a prominent “New Word” button. Below it, show three stat cards: “Wrong” with a counter like “0 / 6,” “Streak” with the current consecutive-win count, and “Status,” initially “Listening…”. The core game is standard letter-based hangman. At the start of every round randomly select one uppercase word from this horror vocabulary: SHADOW, HAUNTED, MIDNIGHT, WHISPER, LANTERN, MONSTER, MIRROR, GRAVEYARD, COBWEB, PHANTOM, CANDLE, BASEMENT, CREAKING, MOONLIGHT, HOLLOW, ECHO, CRYPT, FOGGY, SCREAM, RAVEN, BLOODMOON, SILENCE, DARKNESS, NIGHTMARE, EYEBLINK, FOOTSTEP, DOORWAY, THUNDER, CEMETERY, HOWLING, CREATURE, CURSE, BONES, FLICKER, SHIVER, ECLIPSE, HIDING, LURKING, GLOOM, or RITUAL. Display the word as a centered row of individual slots, each with a bottom underline; guessed letters appear in their slots and unguessed letters remain blank. Provide an on-screen A–Z keyboard designed for touch, arranged in a compact grid (seven columns on wider screens and six columns on narrow phone screens). Each key is a large rounded dark button. Tapping a key submits that letter, disables it, and marks it green if correct or dark red if wrong. Also support physical A–Z keyboard input on desktop. Ignore duplicate guesses and ignore input after the round ends. Show contextual centered messages: initially “Tap a letter. Every mistake wakes it up.”, for a correct guess “X is in the word.”, for an incorrect guess show “X is wrong. N mistakes left.”, and when a loss occurs reveal “The word was WORD.” Include a large responsive canvas hangman illustration in the central play panel. Its background is a dark vertical gradient from navy-black to dark burgundy. Draw a pale blue-white glowing gallows: a horizontal base from roughly (120,430) to (340,430), an upright from (170,430) to (170,70), a top beam to (430,70), and a short hanging segment to (430,120). Every wrong guess adds one white body part at the hanging point, up to six total: 1) circular head centered around (430,160), radius 40; 2) torso down to (430,300); 3) left arm to about (375,260); 4) right arm to about (485,260); 5) left leg to about (390,365); 6) right leg to about (470,365). Use rounded strokes and a subtle crimson shadow/glow. Within the canvas near the top, show the line “Every wrong guess brings it closer.” When lost, show “TOO LATE” in pink/red; when won, show “YOU SURVIVED” in pale green. The player has at most six wrong guesses. If all letters are revealed before six mistakes, end the round as a win: increment the streak, set Status to “SAFE,” show “You survived this one. Tap New Word for another round.”, and play a short ascending three-tone success sound. If the sixth wrong guess is made, reset the streak to zero, set the round as lost, set Status to “LOST,” and trigger a full-screen jumpscare. The jumpscare should temporarily cover everything with a black/red flashing background and a rapidly lunging, shaking circular monster face: a pale gray-beige radial-gradient face, two large white eyes with dark inset shading and glowing red-black pupils, and a wide dark red mouth with a row of jagged pale teeth. Keep it visible for about 1.5 seconds, optionally vibrate on supported mobile devices, and play a generated harsh rising/falling oscillator plus noise burst. Then remove the overlay, retain the loss state, and tell the player the hidden word; the player can tap “New Word” to restart. Pressing Enter after a finished round should also start a new round. Use responsive layout rules: on phones stack the header vertically, make New Word full width, use six keyboard columns, and keep all controls touch-friendly with roughly 46–50px minimum key/button heights. Include a small footer note: “Mobile-friendly — tap letters, survive the word, avoid the jumpscare.” Use accessible labels/live regions for the canvas, keyboard, word, and jumpscare. Generate short synthesized sounds for correct guesses, wrong guesses, wins, and the jumpscare using Web Audio, unlocking audio on first pointer/keyboard interaction.