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Arcade › Night Ward
Click the game above and it runs right here in your browser. No download, no installer, no account needed. 4d4xrxtxtxtx built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Night Ward yet. Play it, then tell 4d4xrxtxtxtx what you would add next.
Night Ward was built by 4d4xrxtxtxtx 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 Ward 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 3D first-person horror game titled “Night Ward,” set in an abandoned hospital wing at night. Use a realistic-leaning, dark Three.js-style presentation: black-blue ambient darkness, exponential gray/black fog, heavy soft shadows, ACES-like cinematic tone mapping, flickering ceiling lights, red emergency illumination, and a warm directional flashlight spotlight controlled by the player. The player begins in the main corridor near the emergency exit at the south/front end of the ward, facing down the corridor, at human eye height. Build a connected cross-shaped hospital layout with a long central corridor roughly 8 units wide and extending from z=24 to z=-30, a left-side ward wing around x=-8 spanning z=-12 to 6, a right-side ICU wing around x=8 spanning z=-21 to -3, and a wide back/morgue hall from x=-12.6 to 12.6 near z=-26. Use solid walls and room-bound collision so the player can explore these corridors and wings but cannot leave the building. Include rusty door frames at the wing openings, a ceiling and floor in each area, and an exit door at the front end around (0,24), with a green emergency sign/light above it. Dress the hospital with visible low-light environmental props matching the code: several metal hospital beds with gray mattresses, some with dark red gore-colored sheets; three rusty wheelchairs; hanging gray privacy curtains; blue-gray window panes; scattered small debris; floor blood pools/splats, wall blood marks, and a long blood drag trail; and a visible pile of malformed corpse/body parts in the back-right/morgue area. Materials should be rough, worn, metallic/rusty, and grimy, with red gore accents. Add point lights to ceiling fixtures, some flickering irregularly, plus a red emergency light toward the back and subtle cool moon/ambient fill. The objective is to restore power by finding and interacting with exactly three glowing fuse canisters. Place them in distinct, named areas and make them visibly glow green: one “Storage fuse canister” in the left wing around (-9.4,2.2), one “ICU fuse canister” in the right wing around (8.6,-16.1), and one “Morgue fuse canister” in the back hall around (9.8,-26.4). Each canister is a small upright box/canister with a pale band and a green point-light halo. The player must be within interaction range and press E or the mobile Use button to collect it. Hide/remove the canister after collection, increment the fuse counter, play a brief electronic/audio pickup cue, and trigger a scare spike. After all 3 are collected, unlock the emergency exit, brighten its green light, and change the objective to reaching the exit before the creature catches the player. Near the unlocked exit, pressing E/Use forces it open and wins immediately, showing a centered “You got out” end panel with an escape message and Restart button. Include a single malformed humanoid creature enemy made from a dark red-black elongated body, pale distorted head, glowing reddish eyes, long arms and legs, and a pulsing red aura. It starts hidden and should not be a constant visible companion. Each fuse pickup triggers a scripted appearance at a threatening location (first near the left/back corridor, second near the right/back corridor, third near the back hall), with a dark red jumpscare overlay and sharp audio stinger. Between scripted scares, the creature periodically spawns from one of several corridor positions, choosing a relatively far point from the player, then stalks directly toward the player through the connected ward. Rotate it to face the player, make it subtly bob/twitch, and increase its movement pressure over time. When within about 8 units it changes to an attacking state, intensifies its aura, and causes a scare effect. When within about 1.25 units it steadily damages health; at very close range it ends the run with a failure message. It can disappear/reset if it gets sufficiently far from the player, allowing stalking encounters rather than nonstop pursuit. Implement a health system starting at 100%. Creature contact drains health over time and displays a translucent blood-red screen overlay; reaching zero causes a loss panel explaining that the player bled out. Also lose if the creature reaches the player closely enough. Add temporary full-screen jumpscare effects after fuse collection and near attacks: a dark radial overlay with pale center flash and red/black edges. Keep environmental lights flickering and blood/corpse details subtly animated. Add a low ambient ominous hum and short synthesized noise/tonal stingers for starting, collecting fuses, scares, damage, opening the exit, winning, and losing, where browser audio is initialized by a user gesture. Controls: desktop WASD or arrow keys to move, mouse/pointer drag on the 3D view to look around, Shift to sprint, E to interact, and F to toggle the flashlight. Use first-person camera with limited vertical pitch, subtle head bob while moving, and room collision. Support mobile with a left virtual joystick for movement, dragging on the right/3D view to look, a large LIGHT button for flashlight toggle, and a large red USE button for starting/interacting. Make the UI touch-safe and keep the canvas full-screen. HUD styling: overlay the 3D view with dark translucent rounded panels. At top-left show an “EMERGENCY LOG” label and the current objective; at top-right show “Fuses: 0 / 3” (updating to 3/3), “Health: 100%” (updating), and “Flashlight: On/Off.” Show a small center crosshair, a contextual pill near the bottom center such as “Tap Use to grab Storage fuse canister,” “Tap Use to force the emergency exit open,” or “Search the ward,” and a strong dark vignette around the screen. The initial centered modal should display “NIGHT WARD,” the text “An abandoned hospital wing. Three fuse canisters are still warm. Something else is too.”, desktop/mobile control instructions, and an “Enter the ward” button. On loss or victory replace it with an end-state message and Restart button. Do not add weapons, ammunition, doors that can be barricaded, battery drain, inventory systems, or random prop systems; the core loop is exploration, flashlight management, collecting three fuses, avoiding the stalking creature, and escaping.