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NIGHT SHIFT

  • 3d
  • first-person
  • survival-horror
  • mascot-horror
  • vhs
  • exploration
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dhruv Dwivedi built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about NIGHT SHIFT yet. Play it, then tell Dhruv Dwivedi what you would add next.

Make your own game

NIGHT SHIFT was built by Dhruv Dwivedi 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.

Read the build brief for NIGHT SHIFT

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 3D survival-horror game titled “NIGHT SHIFT,” presented as degraded VHS footage. The player is the night watchman in an abandoned Wee Worlds Family Entertainment Center, closed since 1997. The goal is to explore the dark entertainment center, collect six scattered VHS tapes, then escape through an exit door that appears at the far end of the room once all six are collected. A hostile mascot creature hunts the player; survive and avoid being caught.

Opening screen: show a nearly black, noisy VHS/static-textured title screen with glowing dark-red monospace/typewriter typography. Center the large spaced title “NIGHT SHIFT,” subtitle “WE’LL SEE YOU SOON,” and this premise text: “You’re the night watchman at Wee Worlds Family Entertainment Center — closed since 1997. The power’s been spotty. Something moved in the mascot suit storage. Walk around. Keep your flashlight handy. If it goes dark... pray.” Include a red outlined “BEGIN SHIFT” button. At the bottom show “WASD / Arrows — Move | Mouse — Look | F — Flashlight | Don’t look away.” Clicking the button starts the game and hides the title screen.

Use a first-person perspective with mouse-look FPS controls, WASD/arrow movement, collision against the room walls, shelves, platform, and machines, and movement speed around 4.5. The player begins near the south side of the room at approximately (0, 0, 8), with the camera around eye height. Press F to toggle a strong warm cone flashlight. The flashlight should illuminate a dim, foggy room but occasionally flicker; overhead fluorescent lights should also randomly flicker. Use dark ambient purple/brown fill lighting, volumetric-looking haze/fog, shadows, and a VHS post-process effect: horizontal scanlines, film grain, vignette, slight desaturation/sickly tint, chromatic separation, tracking wobble, and occasional distortion.

Build one enclosed rectangular abandoned family entertainment center interior, roughly 24 units wide, 32 units deep, and 5.2 units high. The floor is a grimy dark checkerboard arcade floor, with dark brown walls and ceiling. Add a low raised burgundy/maroon 7-by-7 kiddy carpet platform on the southwest side around (-5, 6). Add a dark circular ball pit around (5, 8), containing many small brightly colored red, cyan, yellow, green, and pink balls. Place six old dark VHS/tape player units around the east and west walls: three on each side at z=-12, 0, and 12. Each is a chunky black rectangular player with front panel, tape slot, small glowing green display, four buttons, and a faint green display light. Add multiple tall wooden storage shelves with four levels and sparse clutter, positioned as room dividers/obstacles: around (0,-8), (-5,-5), (5,-5), (0,2), (-6,10), and (6,10). Add four long dark HVAC ducts overhead and six ceiling fluorescent fixtures arranged in two rows; fixtures emit weak warm-white light and visibly flicker.

Place six small collectible VHS tapes, each a flat dark rectangular cassette with a beige label and visible reel details, hovering/spinning slightly above the floor and bobbing gently. Use these positions: (8,8) near the ball pit, (-9.5,-12), (9,-10), (-5,6.5), (2,-14), and (-10,2), with shelves and machines making some harder to see. When the player comes within about 1.2 units, automatically collect the tape, hide it, increment the count, and show a bottom subtitle such as “TAPE 1 / 6 COLLECTED.” After all six are collected, reveal a glowing translucent blue/green exit door at the south wall around (0, 1.4, 15.7) and show “ALL TAPES FOUND — ESCAPE THROUGH THE DOOR.” Reaching within about 2 units of the visible door ends the game successfully with “YOU ESCAPED” and “You survived the night.”

The monster is a lanky, hunched, decayed faded-blue felt mascot called Grinny. Model it visibly rather than using a generic enemy: a small hunched torso, wide skull and snout, huge split-open black maw with upper and lower jaws, approximately 30 uneven off-white jagged teeth plus a smaller inner row, large hollow black eye sockets with tiny deep red glows and felt-colored rims, extremely long hanging arms, spindly fingers, thin bent legs, and small feet. It should look like an abandoned children’s mascot suit, grotesque and worn, with long arms nearly reaching the floor. Start it far north at approximately (0,0,-14), facing generally toward the player, and give it subtle idle sway, head motion, and arm movement.

Implement the monster behavior as a simple staged horror state machine. For the first 15 seconds after starting, give the player a grace period while Grinny remains in its initial area. Then show the subtitle “...it’s moving...” and enter stalking mode. In stalking mode Grinny gradually turns toward the player and walks forward at about 3.6 units/second, with imperfect turning so the player can juke around obstacles. It should periodically whisper, and it should prefer repositioning/teleporting to predetermined room locations that are behind or to the side of the player when it is not being watched, including (0,-14), (-8,-12), (9,-10), (-9,2), (7,5), and (0,10). The player’s view/flashlight matters: treat Grinny as “seen” when it is in the forward camera cone, within roughly 16 units and the flashlight is on, or extremely close in the forward view even without the light. Do not invent combat or weapons; the only defense is awareness, movement, and the flashlight. Keep the warning “Don’t look away” central to the tension.

If Grinny gets within about 1.5 units, trigger a cinematic death sequence instead of an instant game-over: disable controls, place and enlarge the mascot directly in front of the camera, force the flashlight on, start with its head rotated sideways, shake the camera, then rotate the head upright while the jaw opens and the creature’s grin fills the view, followed by a close zoom and violent VHS/static distortion. End on a full-screen static overlay with animated black-and-white noise, red text “SIGNAL LOST,” the line “The tape ends. Rewind?”, and a red outlined “RETRY” button. Retry resets the player, monster, collected tapes, exit door, lights, timer, and atmosphere.

HUD during play: top-left red VHS recording indicator with blinking dot, “REC,” and a running timecode beginning at 00:00:00; top-left below it an amber objective “TAPES: 0 / 6”; bottom-right faint red “SP  HI-FI” (change to “TRACKING” while the monster stalks and “SIGNAL LOST” during attack); bottom-center amber prompt “[ F ] LIGHT ON” or “[ F ] LIGHT OFF”; and centered lower subtitles for collection and horror messages. Maintain the dark red/copper monochrome VHS typography, subtle scanline overlay, grain, vignette, and tracking artifacts throughout. Add low ominous looping music, flicker sounds, whispers, and static sounds, with music volume and VHS tracking/grain intensifying as the monster approaches or stalking begins. Keep the overall visual style low-light, eerie, analog-tape horror with muted brown/purple interiors, sickly warm lights, deep shadows, and occasional saturated toy/ball colors.

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