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NIGHTFALL

  • 3d
  • first-person
  • survival-horror
  • zombies
  • wave-defense
  • night
  • low-poly
  • endless
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. Benjamin Westheimer built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about NIGHTFALL yet. Play it, then tell Benjamin Westheimer what you would add next.

Make your own game

NIGHTFALL was built by Benjamin Westheimer 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 NIGHTFALL 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 NIGHTFALL

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.

Recreate NIGHTFALL as a browser-based first-person survival-horror game set in a dark, foggy night village. Use a Three.js-style 3D scene with a first-person perspective, a 72-degree perspective camera, cool blue-black ambient/moon fill, a very dim nearly black sky/ground, exponential fog, strong permanent black vignette, and a warm handheld flashlight mounted to the camera that casts shadows and is the main source of visibility. Add restrained bloom around bright objects and lights. The player starts near the center of a roughly 58-by-58 playable dirt clearing/village, with invisible perimeter walls preventing escape.

Build the village from recognizable low-poly asset-like props: several scattered houses around the edges, two crypts, dead leafless trees, skull posts lining a central route, carts, barrels, many cross and decorative gravestones, partial stone and brick wall enclosures, iron fence sections along the north and south boundaries, and occasional dark blood decals on the ground. Keep the lighting and palette oppressive: black/brown ground, blue-gray moonlight, red blood accents, and the flashlight’s pale warm cone. The overall visual style should be low-poly game assets rendered cinematically, with a strong horror atmosphere rather than a brightly lit scene.

The core loop is endless wave survival. When the player presses ENTER THE NIGHT, reset health, flashlight battery, score, kills, ammo, weapon, and position, then begin wave 1. Each wave spawns a number of zombies around the outer perimeter, one every 0.4 seconds; wave size is 4 plus the wave number, capped at 14. After all living zombies in a wave are killed, wait about three seconds and start the next wave. Use three zombie variants (basic, chubby, and ribcage silhouettes) with simple looping animations where available. Zombies begin roughly 20–26 units from the center, continuously turn toward and pursue the player at individual speeds around 1.6–2.8 units/second, stop within 2 units, and attack once per second for 9 health. Play occasional nearby growls. When killed, zombies spray dark-red blood particles, throw small gore chunks, leave a blood mark on the ground, gain 100 score and one kill, and visibly fall forward before being removed.

Give the player two weapons. The default is a simple dark metallic pistol visible at the lower-right of the screen, with a small muzzle flash and recoil animation. It has a 12-round magazine, fires every 0.18 seconds, does 34 damage, and uses a center-screen raycast so shots hit the first zombie under the crosshair. Clicking the locked game view or pressing the on-screen FIRE button shoots; an empty pistol displays “EMPTY — RELOAD.” Press R or the RELOAD button to reload, taking 1.2 seconds, and refill to 12 rounds. The second weapon is a low-poly machete visible at lower right when selected; pressing 2 or SWAP selects it, and pressing 1 returns to the pistol. The machete swings with a short animation, has a 0.42-second cooldown, does 55 damage, and hits living zombies within 3.6 units in front of the player (forward-dot threshold about 0.45). Play impact audio for the machete and gunshot audio for the pistol.

The flashlight starts on with 100 battery. While on, it uses battery at about 4 units per second and has a bright warm spotlight range of about 34 units; when the battery reaches zero it switches off. Press F or the LIGHT button to toggle it. When off, the battery recharges at about 2.5 units per second up to 100. The flashlight should be essential for seeing the approaching zombies and village props, but the player also has a very dim cool ambient/moon fill.

Use mouse-look and WASD/arrow movement in desktop FPS controls, with jumping/gravity support if provided by the FPS controller. Also provide touch-friendly fixed circular controls: FIRE at bottom-right, SWAP just to its left, LIGHT at bottom-left, and RELOAD below it. Keep a small pale plus-shaped crosshair at screen center. HUD styling should be bold condensed/impact-like white-gray text with subtle shadows: top-left HEALTH with a red horizontal bar and numeric value, then BATTERY with a smaller green bar and numeric value; top-right WAVE in red plus KILLS and SCORE; bottom-left current weapon name and either “AMMO 12 / 12,” a changing ammo count, “RELOADING…,” or “MELEE.” Show temporary centered red notifications such as “WAVE 1” and “RELOADING.” When the player takes damage, briefly show a dark red radial damage flash.

Start with a full-screen title overlay: black-to-deep-red radial background, huge widely spaced dark red “NIGHTFALL” title with glow/shadow, the subtitle “The village is dead. They are not. Light is your only friend — and it is running out.”, a bordered dark-red button labeled “ENTER THE NIGHT,” and a small controls line reading “WASD / Arrows move · Mouse look · Click shoot · 1 Pistol · 2 Machete · R Reload · F Flashlight.” Hide the overlay once play begins and request pointer lock for mouse-look as appropriate. If health reaches zero, stop gameplay, release pointer lock, show the overlay again with title “YOU DIED,” text “You were swallowed by the night.” and a summary of waves survived, kills, and score, and change the button to “TRY AGAIN.” Preserve the same minimal, grim, cinematic presentation throughout.

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