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Arcade › Night Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Christopher built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Night Run yet. Play it, then tell Christopher what you would add next.
Night Run was built by Christopher 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 Run 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 first-person Three.js-style horror exploration game titled “Night Run.” The player starts in a nearly black, fog-filled maze and must collect three glowing mint-green Sigils, then reach and interact with the Exit Door. Use a first-person perspective with a 70-degree perspective camera, very dark blue-black ambient lighting, exponential heavy fog, and a narrow white flashlight cone that follows the camera. The flashlight should have limited range (about 18 world units), a narrow beam, subtle continuous flicker, and be togglable with F; when off, the scene should be extremely dark. Add a faint bluish glow around the player and subtle vertical camera bob while walking, stronger while sprinting. Build the level procedurally on an 18-by-18 grid of 4-unit cells. Start with solid cells and carve a randomized wandering/drunk-walk path, leaving a connected-looking maze of rectangular corridors and open areas surrounded by cube walls. Use a dark floor and ceiling at roughly 2.6 units high, near-black rough wall materials, and occasional thin dark cylindrical pillars placed in some floor cells. Keep the player from walking through walls and pillars with simple sphere-versus-AABB collision resolution. Place the player in a clear 2-by-2 start area near one corner. Randomly place three Sigils on floor cells at least about 16 units from the start, and place the Exit Door on a floor cell at least about 26 units from the start. Each Sigil is a small floating mint/green emissive torus-knot-like object, positioned around waist height and slightly rotated. It should disappear when collected. Near an uncollected Sigil, display the centered interaction prompt “Press E to take Sigil”; pressing E collects it and updates the HUD. The Exit is a dark, simple door made from a rectangular frame and dark slab with a small circular plate. Near it, show “The door is sealed (need 3 Sigils)” until all three Sigils are collected; afterward show “Press E to open Exit,” and pressing E wins the game. Once all three are collected, make the door’s circular plate and slab glow teal/green. Add one enemy called the Stalker: a small hovering/dark nearly black spherical figure with one bright pale eye containing a red emissive glow. Spawn it on a distant floor cell. It patrols toward randomly selected floor-cell targets at about 2.2 units/second. If it has line of sight to the player within 14 units, switch to chase and pursue the player at about 3.9 units/second; return to patrol only after losing the chase and getting beyond 18 units. Use coarse grid-based line-of-sight checks through corridor cells and simple wall avoidance. Make the Stalker face roughly toward the player and bob slightly vertically. If it reaches within 0.9 units, trigger a loss: briefly flash the screen, play a harsh noise/jumpscare effect, and show a centered overlay titled “Caught.” with “Press R to restart.” The game begins with a full-screen dark translucent menu overlay. Show the title “Night Run,” subtitle “Find 3 Sigils. Reach the Exit.”, and these instructions: “WASD move, Mouse look,” “Shift sprint (stamina), F flashlight,” and “E interact, R restart.” Include a large “Click to Start” button and the note “Tip: you can still press Esc to release the mouse.” Clicking starts the game, initializes a low drone, and on desktop locks the mouse for first-person look. Esc should release the pointer lock. After winning, show a similar centered overlay titled “You got out.” with “Press R to play again.” Reload/restart the page when R is pressed after win or loss. HUD during play: place “Sigils: 0/3” in the top-left and update the number through 3. Place a “Stamina” label and horizontal stamina bar in the top-right. Sprinting with either Shift key should move at about 6.8 units/second instead of the normal 4.2, drain stamina gradually, and stop sprinting when nearly empty; stamina should recharge while not sprinting. Hide the interaction prompt when nothing is nearby. Use a minimal dark, thin-bordered, clean sans-serif interface matching the stark horror presentation. Include synthesized audio after the player starts: a low continuous drone, simple low footstep ticks while moving, a brighter pickup tone for collecting Sigils, and a pulsing heartbeat whose intensity rises as the Stalker approaches. Use a short heartbeat response when trying a sealed door. On touch/mobile devices, do not use pointer lock: allow dragging on the canvas to look around, provide a Settings gear button, and in Settings provide a “Show arrow pad” option. When enabled, show an on-screen directional arrow pad that acts as virtual WASD controls. Keep the settings controls out of the gameplay look area. The overall visual style should be minimalist, oppressive, almost monochrome black/blue fog with only the flashlight, green Sigils, teal unlocked door, and the Stalker’s red-white eye providing highlights.