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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. Ev B 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 Ev B what you would add next.
Night Shift was built by Ev B 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 browser-based 3D top-down stealth-survival game titled "Night Shift". Use a dark navy/black warehouse at night, viewed from a high angled perspective with a perspective camera following the player. The scene should have a 16x16 enclosed warehouse floor with a dark blue-gray material, subtle square grid, fog fading into the darkness, four outer walls, and several interior wall segments that form corridors/obstacles. Add a few simple industrial props: large and small crates and barrels placed around the warehouse. Use cool blue ambient/directional lighting and strong shadows. The player starts near the south side of the building at approximately (0, 0, 6), represented by a small glowing blue marker and, when loaded, a stylized animated humanoid mascot character. Move with WASD or the arrow keys; support a touch joystick for mobile. The camera remains top-down and follows/targets the player. The player cannot jump; the on-screen instruction may say “Space or tap Jump: flashlight” because the Space/tap action toggles the flashlight. The objective is to collect all five yellow battery pickups, then walk to the glowing green circular exit ring near the south edge of the warehouse at approximately (0, -6.9). Battery locations are around (-6,-2), (-2,-6), (5,-3), (5,6), and (-5,4). When the player is within pickup range, remove the battery, increase the counter, and add 20 seconds of flashlight power. The HUD must show “Batteries 0 / 5” initially and update as batteries are collected. The flashlight starts OFF and cannot be turned on until at least one battery has been collected. Space or the touch action toggles it; while on, show “Flashlight ON · Ns”, drain the stored power continuously, and automatically turn it off when empty. The flashlight should be a bright cool-white/blue point light attached to the player, illuminating a limited radius and casting shadows. Show a toast such as “Battery collected +20 seconds”, “Flashlight on — stay mobile”, “Flashlight off”, or “Find a battery first” when relevant. Place three translucent blue circular safe/light zones with bright blue rings at approximately (-6,-4), (5,-5), and (-5,5). Display the HUD warning “Darkness: they can see you” in red/pink while outside a safe zone, and “Light zone: SAFE” in green while inside one. The zones are about 2 units radius. Spawn three hostile animated colorful alien/mascot creatures at (6,-6), (-6,-6), and (6,6). They search/chase the player only when the player is outside a safe zone and within about 9 units. Their movement is slow in a safe zone, faster when the player is in darkness with the flashlight off, and moderately fast when the flashlight is on: approximately 0.18, 0.75, and 0.42 world units per second respectively. If an enemy comes within about 0.8 units of the player outside safety, end the game with “Caught in the dark”. The mascots should be visible stylized animated 3D characters if available, with a simple glowing reddish fallback shape otherwise. Win only after all five batteries have been collected and the player reaches the green exit within about 1.1 units. End with “You made it out” and the text “You found every battery and reached the exit.” On loss, show “Caught in the dark” and “A mascot caught you in the dark.” Present a centered modal overlay at startup with a dark translucent radial backdrop, rounded dark card, thin blue border, the title “Night Shift”, and the instructions: “The mascots wake up when the building goes dark. Stay in the light, collect every battery, and reach the exit before they find you.” Include a lavender “Enter the building” button and the small footer “Browser game · touch joystick supported”. Hide the modal after starting. On either win or loss, show a “Try again” button that reloads/restarts the game. Keep the visual style minimal, moody, and polished: near-black navy background, blue-violet outlines and glows, cool lighting, rounded HUD panels, and white/light-gray typography. Put a fixed HUD panel in the upper-left showing the title in uppercase blue lettering, battery count, flashlight status, and danger/safety status. Put a fixed upper-right help panel reading “WASD / arrows to move” and “Space or tap Jump: flashlight”. Show short pill-shaped toast messages near the bottom center. Ensure the game is an actual playable Three.js-style browser game rather than a static scene.