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Arcade › Night Shift
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Night Shift was built by markie etson 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 playable 3D fixed-office survival horror game titled “Night Shift,” viewed from a stationary first-person security office camera. The player is seated in a small dark office at a pizzeria/restaurant overnight and must survive from 12 AM until 6 AM, a five-minute night. Use mouse or touch clicks for every interface control. A small mouse/touch drag while in the office view should gently nudge the otherwise fixed camera horizontally and vertically for atmosphere; dragging does not move the player and has no effect while the security-camera deck is open. Build the scene in a gloomy low-poly 3D style: a compact office with dark teal-gray walls, a brown floor, ceiling, desk, glowing computer console, standing lamp, a forgotten burger on the desk, two side hall openings with physical sliding door props, and corridors extending left and right. Beyond the office is a dim restaurant dining area with multiple round tables and three chairs around each, a red stage platform and a sign reading “MIDNIGHT PIZZERIA.” Include wall signs reading “SMILE! CAMERAS ON” and “POWER IS LIMITED.” Use weak greenish office illumination, warm dining bulbs, very dark shadows, fog, vignette, and a CRT/security-monitor presentation with horizontal scanlines. The overall UI and lighting should be black, charcoal, teal, mint, and occasional warning red, with a monospace sci-fi terminal aesthetic. The core loop is surveillance and resource management. The office has left and right light buttons, left and right door buttons, and a bottom-center CAMERAS button. Clicking CAMERAS opens or closes a security-feed deck; when open, switch among exactly six feeds: “CAM 1 Dining,” “CAM 2 Stage,” “CAM 3 Kitchen,” “CAM 4 Left Hall,” “CAM 5 Right Hall,” and “CAM 6 Storage.” The active feed changes the fixed 3D camera viewpoint. Display a small hint that watching slows anything in that room. The office view shows the desk and controls; the security feeds show the restaurant rooms and halls. Door lights illuminate the corresponding hall with a warm cone: while a light is on, show “SOMETHING THERE” in red if that side’s intruder is in the hall, otherwise show “CLEAR?”; when off show “QUIET.” Toggle buttons should visibly indicate active lights, and closed doors should visibly indicate a red/blocked state. The physical left and right doors should move down into a blocking position when closed and rise out of view when open. Start with an overlay panel titled “Night Shift,” explaining: “Click CAMERAS to watch rooms. Door lights reveal nearby movement. Closed doors and active lights drain power.” Include a “Start 12 AM” button. At the top-left show the clock, beginning at “12 AM,” with “SURVIVE UNTIL 6 AM” beneath it. At the top-right show POWER, a large percentage beginning at 100%, and a horizontal green-to-yellow power meter. Put a centered status readout near the top for messages such as “Office view,” “Camera system open,” the current camera label, movement alerts, “POWER OUT. Something is moving.”, and “6 AM. Shift complete.” Implement exactly two creepy low-poly animated stand-in characters/animatronics: Moxie, an Alien_Tall model, and Blink, a Cyclops model. They should idle-animate when possible and follow deterministic directional routes toward the office. Moxie’s route is Stage -> Dining -> Storage/Closet -> Left Hall -> Office. Blink’s route is Kitchen -> Dining -> Right Hall -> Office. Place them visibly in the relevant room or hall when appropriate, but hide them from the normal office view unless they are in a hall or office; they are visible in the security feeds. Each has a movement timer. Moxie initially moves after roughly 11 seconds and then every 12–19 seconds; Blink initially moves after roughly 16 seconds and then every 15–23 seconds. If the player is actively watching the exact camera corresponding to an animatronic’s current location, its movement timer advances at only 16% speed, strongly delaying it. Movement becomes gradually faster each in-game hour, with an 8% speed increase per elapsed hour. When an animatronic reaches its matching hall, the corresponding closed door blocks it: send it back one route position, reset its timer, show a message such as “Moxie hit a closed door,” briefly shake the camera, and play a carpet-footstep sound. If the hall door is open, it advances to the office and immediately causes a loss. Power must be a strict limited resource. Drain it continuously from 100% over the five-minute night, with a base drain multiplied by active systems: camera deck open adds 0.8 usage, each closed door adds 1.15, and each active light adds 0.55. Keep the power percentage and meter updated. At 0 power, force the camera deck closed, open both doors, turn off both lights, dim the office, and begin a final blackout timer. Show the status “POWER OUT. Something is moving.” If blackout lasts more than 18 seconds before 6 AM, the player loses. Normal loss also occurs if either animatronic enters the office. On loss, trigger a full-screen roughly one-second jumpscare before the game-over panel: flash and shake the view, show a huge stylized creepy face with glowing pale eyes, dark pupils with red glow, a black mouth, static/noise, color glitches, and the attacking name in red (MOXIE, BLINK, or STATIC for blackout). Play a harsh synthesized scare noise made from noise and descending sawtooth tones. Then show a centered panel titled “JUMPSCARE,” the reason for the loss, and a “Play again” button. On victory at 6 AM, stop the night and show a centered “6 AM” panel with “You survived the night with the doors still holding.” and a “Play again” button. Resetting starts at 12 AM with 100% power, both doors open, both lights off, cameras closed, Moxie at Stage, Blink at Kitchen, and the office view restored. Use responsive HUD placement: controls flank the screen around the middle, the camera button is bottom-center, and the feed deck appears above it with a six-button grid. On narrow screens, use smaller side controls and a two-column camera grid. Add subtle click sounds for controls and carpet-footstep sounds for movement/door blocks. Keep all interaction through the visible buttons and the small office camera drag; do not add player walking, weapons, inventory, combat, extra enemies, extra objectives, or features beyond this surveillance-based survival loop.