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Arcade › Night Shift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Axyl Hughes built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Night Shift yet. Play it, then tell Axyl Hughes what you would add next.
Night Shift was built by Axyl Hughes 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 Shift 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 single-screen browser survival/management game titled “Night Shift,” presented as a dark, retro security-booth interface. The game should fit a 16:10 screen centered on a nearly black radial-gradient background, with a thin dark blue-gray border around the play screen, subtle inset shadows, and a monochrome/cyberpunk CRT feel: monospace text, muted steel-blue and charcoal surfaces, red warning accents, green power readout, scanline effects, and sparse lighting. At launch, show a full-screen translucent-black title overlay over the booth. Center the red, widely letter-spaced heading “NIGHT SHIFT,” the description “A short, original security-booth survival game. Watch the cameras, close doors when something gets close, and manage your power until 6 AM.” and a red bordered button labeled “START SHIFT.” Clicking/tapping it (or pressing Enter while not running) starts a fresh shift and hides the overlay. The main view is a fixed security office, not a scrolling world. Build the office from simple geometric layers: a dark room with side strips, a central back wall/booth area, black hall openings at the far left and right, a central dark monitor, and a desk occupying the lower portion. Put a vertical button at each lower side labeled “LEFT DOOR” and “RIGHT DOOR.” Each side has a metal shutter/door that slides vertically down from above when closed; closed shutters use horizontal repeating gray stripes and glow red around the associated control. Initially both doors are open. Center-bottom, add a wide button labeled “OPEN CAMERAS.” At upper left display “NIGHT SHIFT // 12 AM”; at upper right display “POWER 100%.” At lower left show “Survive until 6 AM // 0 AM.” Use an unobtrusive message area near the middle for warnings and event text. Core objective: survive one short night until 6 AM. The shift lasts 75 real-time seconds, with game time progressing from 12 AM to 6 AM. Power starts at 100% and drains continuously at 0.38 percentage points per second, plus 0.18/sec for each closed door and plus 0.25/sec while the camera monitor is raised. Clamp the displayed power at zero; color the readout green normally, amber below 50%, and red below 25%. If power reaches zero, end the run with the message “POWER OUT — something is in the dark.” If the player survives until hour 6, end with “6 AM — SHIFT COMPLETE.” After either ending, restore the title overlay after about one second: for failure, title it “SHIFT FAILED,” use “The booth went dark. Start a new shift and watch the halls more carefully.” and button “TRY AGAIN”; for success, title it “6 AM,” use “You made it through the night.” and button “PLAY AGAIN.” Implement the controls: clicking/tapping LEFT DOOR or pressing A toggles the left shutter; clicking/tapping RIGHT DOOR or pressing D toggles the right shutter. Show brief status messages “LEFT DOOR SEALED” / “LEFT DOOR OPEN” and the equivalent right-side messages. Press Space or click OPEN CAMERAS to raise the monitor; while open, replace the office view with a large dark camera panel and change the button label to “CAMERAS UP.” The panel has a bordered camera feed occupying the left/main area with animated horizontal scanlines, and a right-side 2-by-2 camera selector. Provide four selectable camera buttons: “CAM 01 / SHOWROOM,” “CAM 02 / WEST HALL,” “CAM 03 / EAST HALL,” and “CAM 04 / STORAGE.” CAM 01 is active initially. Style active camera green/teal, with dark blue-gray inactive buttons. Show the current camera label inside the feed. Add a red “LOWER MONITOR” button that closes the panel. Pressing Space while open lowers it. On narrow/mobile screens, make the panel responsive: feed above and camera buttons in a row below, with controls still usable. The camera feed is abstract rather than photographic. CAM 01 uses a cool blue-gray radial gradient, CAM 04 a dark green/olive diagonal gradient, and CAM 02/03 dark gray gradients. Add a subtle animated CRT scanline overlay. Threat detection should visibly tint the relevant hall camera feed red and show the brief warning “MOVEMENT DETECTED”: if a threat is on the left, CAM 02 / WEST HALL is dangerous; if on the right, CAM 03 / EAST HALL is dangerous. Use a simple hidden threat simulation. Every 2–5 seconds, when no threat is active, there is a 55% chance that nothing happens and otherwise a threat appears randomly on the left or right at distance 3. On each subsequent movement interval of 2–6 seconds, reduce its distance by 1. When it reaches distance 1, if the corresponding door is open, show two small glowing pale-yellow eyes in the corresponding side of the office (left or right), and if it reaches zero, end the run with “THE HALL IS NOT EMPTY.” If the matching door is closed when the threat reaches zero, show “A heavy impact rattles the door,” drain 7 power, and clear the threat so another can occur later. Hide the eyes whenever that threat is not close and dangerous, or whenever the matching door is closed. Threats and all update logic pause immediately when the shift has ended. Keep interactions pointer/touch friendly, disable page scrolling, and support the keyboard controls A, D, Space, and Enter.