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Night Watch

  • 3d
  • third-person
  • shooter
  • survival
  • wave-defense
  • low-poly
  • zombies
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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. Gabriel Perez built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Night Watch yet. Play it, then tell Gabriel Perez what you would add next.

Make your own game

Night Watch was built by Gabriel Perez 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 Watch 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 Watch

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 low-poly 3D third-person nighttime survival shooter titled “Night Watch.” Use a dark navy sky/background with atmospheric fog and a broad flat outpost ground plane. Place the camera behind and slightly above the player, with a centered circular aiming reticle. The player is a stylized low-poly male soldier in dark green/black tactical clothing and helmet, standing in a fenced military outpost. Build the environment from simple blocky geometry: a perimeter fence made of evenly spaced dark posts and horizontal rails along the back and sides, a blocky watchtower at the back-left with a small glowing cyan lamp, a glowing warm lamp near the rear gate, several tan sandbag blocks, and brown crates on the right side. Use soft moonlike blue lighting, cyan fill light around the player, cast shadows, and fog for a moody night-watch atmosphere.

Core gameplay: the player must hold the outpost by moving around and shooting approaching zombies. Start at the front/center of the outpost, with the player around z=5 and enemies spawning outside the perimeter in a ring roughly 10–13 units away. Spawn wave 1 with 4 zombies (3 + wave number), and have each zombie use a low-poly animated humanoid zombie model. Zombies continuously move directly toward the player at about 0.6 units/second plus 0.06 per wave, rotate toward the player, and when within about 1.35 units stop and attack once per second, dealing 8 health damage. Give the player 100 health internally; when it reaches zero, stop normal play and change the central objective message to “OUTPOST OVERRUN.” Do not add a health bar unless desired by the creator—the original HUD does not display health.

Shooting is aimed along the camera’s forward direction. Fire on mouse click or the on-screen FIRE button, with a 260 ms firing cooldown and one ammo consumed per shot. Start with 12 ammo. A zombie counts as hit only when it is in front of the camera (forward-dot threshold approximately 0.82) and is the nearest eligible zombie; each zombie has 1 HP and dies from one successful hit. Play a death animation and remove the body after about half a second. Successful hits increment kills and briefly animate/expand the reticle with a red/pink hit effect; a missed shot briefly turns the reticle gold. There is no reload mechanic. Every 5 kills, advance the wave, refill ammo to 12, and immediately spawn the next wave. Each new wave has 3 + wave zombies, capped at 10 spawned zombies per wave. Keep the wave, kills, and ammo counters synchronized with gameplay.

Controls: support WASD and a virtual joystick for third-person movement, mouse/touch clicking and the FIRE button for shooting, and Space for jumping. Movement speed should be about 5, jump speed 8, and gravity about -22. The on-screen HUD must be fixed over the game: top-left stacked text “WAVE 1,” “KILLS 0,” and “AMMO 12” in bold pale blue/white lettering with subtle black shadow; large centered text near the top reading “HOLD THE OUTPOST”; a glowing cyan circular reticle at screen center with a tiny white dot; and a circular translucent blue-gray FIRE button at bottom-right with a bright outline. At the bottom center show the instructional text “WASD / joystick to move · click or FIRE to shoot · Space to jump.” Preserve the uncluttered, dark, cinematic low-poly presentation and third-person view.

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