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Arcade › Nightfall
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hardian built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Nightfall yet. Play it, then tell Hardian what you would add next.
Nightfall was built by Hardian 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.
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 a browser-based top-down survival shooter titled "Nightfall". Use a full-screen 2D canvas with a dark, restrained neon/noir style. The camera follows and keeps the player centered while the player moves around a bounded rectangular world roughly 1800x1200. Render the world as a muted blue-black ground (#14202a) over a very dark background, with a subtle 60px grid and scattered small circular decorations: dark green weed tufts and blue-gray stones. The scene should feel like a blackout: apply a heavy translucent black overlay over the gameplay, so only the player’s visibility area is revealed. The player is a small circular survivor at the center of the camera, colored pale blue, with a short red gun barrel pointing toward the mouse/touch aim direction and a small skin-colored face dot. Movement is omnidirectional using WASD or arrow keys, with movement clamped to the world edges. Aim with the mouse position relative to the centered player; holding the mouse button fires repeatedly. Each shot consumes one round from a 12-round magazine, has a 0.22 second cooldown, creates a fast small golden bullet and a brief golden muzzle streak, and bullets disappear after about 0.7 seconds or on hitting a zombie. Press R to instantly refill the magazine to 12 when it is not full. Add an enemy horde of simple green zombie circles with small pale rectangular facial/eye details and dark features. Zombies spawn around the player, initially seven at distances of roughly 280–600 pixels and subsequently from about 560–760 pixels, while staying inside the world bounds. They continuously chase the player. Zombies move at roughly 30–48 pixels/second plus 2 pixels/second per current wave. A bullet kills a zombie in one hit, increments KILLS and score by 10, and emits a few short-lived red particle fragments. Zombie contact deals 10 HP damage, with a brief invulnerability window of about 0.65 seconds between hits. Start at HP 100; when HP reaches zero, stop the game and show a game-over overlay reading "YOU WERE OVERRUN" with text stating how many waves were survived and how many zombies were dropped, plus a "TRY AGAIN" button. Use wave survival pacing: begin on WAVE 1, increment the wave every 24 seconds, and spawn an extra batch of 2 plus the new wave number at each wave transition. Also spawn an additional zombie on a timer, with the interval decreasing as the wave rises but never below about 0.45 seconds. Display current wave and total kills in the HUD. Implement the flashlight as the main visibility mechanic. It starts enabled. When enabled, after the darkness overlay is drawn, cut out a broad forward-facing cone centered on the player and aimed at the current facing direction: approximately 235px long, spanning about +/-0.48 radians, with a very subtle warm pale-yellow glow. When disabled, cut out only a small circular visibility radius of roughly 62px around the player. Toggle it with F on keyboard or the LIGHT mobile button. Ensure zombies and scenery outside the revealed area are almost completely obscured by darkness. Create a fixed glassy HUD over the canvas. At the upper left, show a rounded dark translucent panel labeled NIGHTFALL in spaced bold pale lettering. At the upper right, show a larger rounded stats panel with four columns labeled HP, AMMO, WAVE, and KILLS, with bright numeric values; initial values are 100, 12, 1, and 0. Use thin blue-gray borders, soft shadows, and a dark blue-gray palette with red-orange controls. Along the bottom on desktop, show the centered instruction line: "WASD / arrows move · mouse aims · click shoots · F toggles flashlight · R reloads". Start with a centered dark radial-gradient title card over the game containing the title NIGHTFALL, the premise text "A blackout hit the district. Your flashlight is dying, your magazine is small, and the dead are moving.", and a red-orange START SURVIVAL button. Clicking it initializes the player and seven starting zombies and begins the animation loop. Make the layout responsive for touch devices. On coarse pointers, show a bottom control row: a large translucent circular virtual joystick at lower left with a smaller draggable knob, and three red-orange circular buttons at lower right labeled LIGHT, FIRE, and RELOAD. The joystick controls movement, FIRE shoots once/while pressed, LIGHT toggles the flashlight, and RELOAD refills ammo. Move the desktop instruction line upward on mobile so it does not overlap these controls. Keep the overall visual presentation minimal, dark, atmospheric, and canvas-rendered rather than adding detailed illustrated assets.