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Arcade › Night Shift Z
Click the game above and it runs right here in your browser. No download, no installer, no account needed. your pops🙂 built it with Cinevva, so it works on a phone or a tablet too.
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Night Shift Z was built by your pops🙂 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 Z 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 browser game titled “Night Shift Z”: a fast, readable 2D top-down zombie survival shooter rendered with Three.js using an orthographic camera. Show a large full-screen dark navy/near-black playfield (the world is a flat plane with a very subtle blue grid and faint stain-like circular marks; keep the night-street look low contrast). Keep the camera centered on the arena and scale it to show about 24 world units vertically, with the visible play bounds inset slightly from the camera edges. The player starts at the center of the arena as a glowing cyan circular character with a dark blue ring/shadow and a small dark direction pip just ahead of it indicating aim. Aim toward the current mouse position. Move with WASD or the arrow keys, with smooth acceleration, speed about 6.2 world units/second, and clamp the player inside the visible bounds. Hold left mouse or Space to fire repeatedly, with a 0.12-second fire cooldown. Each shot creates a small glowing yellow bullet/dot traveling in the aim direction at about 16 units/second; bullets spawn just in front of the player, live for 0.75 seconds, disappear when offscreen or on their first zombie hit (zero piercing), and kill a zombie in one hit. Spawn green glowing circular zombies just outside one of the four edges of the visible arena, at random positions along that edge. Give each zombie a slightly varied radius around 0.6–0.85 and movement speed around 1.2–1.8. Zombies continuously chase the player with smooth movement, a subtle side-to-side wobble/rotation, and their speed should increase gradually with survival time. Start spawning at about 0.65 zombies per second, increasing the rate by 0.04 per second, while the maximum active count grows from 10 by roughly 0.55 per second. When a bullet hits one, remove it and add 10 score. When a zombie touches the player, subtract 12 HP, apply a 0.6-second invulnerability period with visible blinking, and apply a small knockback away from the zombie; do not allow repeated damage during invulnerability. Start HP at 100. End the run when HP reaches zero, stop gameplay/spawning/shooting updates, and show a centered translucent dark message reading “You got eaten.” with the final Score, final Time in seconds, and “Press R to restart”. Press R at any time to reset the player, entities, HP, score, timer, and game-over state. Use only simple generated geometry/textures, with no external art assets: soft-shaded/glowing circle textures for the cyan player, green zombies, and yellow bullets, plus the dark procedural floor. Use a clean neon-on-dark visual style. Add a fixed HUD over the canvas in the upper-left with three rounded translucent pills labeled “HP”, “Score”, and “Time”, initially showing HP 100, Score 0, and Time 0.0; update HP, score, and survival time continuously. Add a lower-left rounded hint panel that says exactly “WASD to move • Mouse to aim • Click/Space to shoot • R to restart”. Use pale blue-white text, subtle blue borders, translucent backgrounds, and no pointer interaction required for the HUD. Include simple Tone.js synth feedback after user interaction: a short high E5 blip when shooting, a B4 hit/kill blip, and a low E2 hurt sound, with light throttling so sounds do not fire too densely.