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Nightfall

  • 3d
  • first-person
  • shooter
  • survival
  • horror
  • zombies
  • wave-based
  • low-poly
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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. Artistic Ash 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 Artistic Ash what you would add next.

Make your own game

Nightfall was built by Artistic Ash 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.

Create a dark first-person 3D survival shooter titled “Nightfall,” with the subtitle “DEADWOOD // FIRST CONTACT.” Use a Three.js-style FPS presentation: the camera is at the player’s eye level, mouse-look controls the view, a centered pale mint crosshair is always visible, and a shotgun view model is held in the lower-right foreground. The player starts on a muddy path in a dense night forest and must survive successive waves of approaching zombies. The environment should feel nearly black and heavily atmospheric: use a deep blue-black background, exponential fog, a cold desaturated moonlight fill, and a bright pale green-blue flashlight beam attached to the camera that illuminates the path and nearby objects. Build the forest floor as dark green-black ground with a long darker mud path extending into the distance. Scatter stylized low-poly evergreen trees, dead leafless trees, and rocks along both sides of the path, with a small blood pool near the beginning of the route. Place trees and rocks far enough apart to frame the path and create silhouettes disappearing into fog.

Gameplay: begin with a full-screen start overlay that dims the forest. The centered bordered card says “NIGHTFALL,” “DEADWOOD // FIRST CONTACT,” and “The forest is moving. Click to fire. WASD / arrows move, mouse looks, Shift runs, Space jumps. On touch screens use the built-in sticks and fire button.” Include an “ENTER THE FOREST” button. Once started, movement is FPS-style with WASD or arrow keys, mouse look, Shift to run, and Space to jump; support touch controls with virtual movement/look sticks and a fire button. Clicking or tapping fires the shotgun toward the center crosshair. Start with HEALTH 100, SHELLS 8, and KILLS 0. Each shot consumes one shell and has a short cooldown, visibly kicks the shotgun, and uses a center-screen raycast to damage the first zombie hit. If the player fires with no shells, show a “RELOAD” notification and refill shells to 8. Show brief “HIT” or “TARGET DOWN” notifications when appropriate.

Spawn an initial wave of five zombies in the forest ahead, with standard humanoid zombies that animate with a walk cycle and steadily move directly toward the player. Zombies should face the player as they approach and attack when within close range; each successful attack removes 7 health, with attacks occurring about once per second and a brief translucent red damage flash over the screen. Standard zombies take one shotgun hit. Later waves should automatically begin when all zombies are dead, refill shells to 8, display “WAVE 2,” “WAVE 3,” etc., and increase the wave size using 5 plus two times the wave number, capped at 12. The last zombie of waves larger than six should be a larger, chubby elite zombie requiring two shotgun hits and moving somewhat slower; ordinary zombies move faster. Dead zombies disappear after being killed, and the KILLS counter increments. When health reaches zero, stop gameplay and show a full-screen “Overrun” game-over card with text like “You dropped X infected before the forest took you.” and a “TRY AGAIN” button that resets the game.

HUD styling should match a restrained tactical horror interface: fixed top-left panel reading “OBJECTIVE // SURVIVE THE DEADWOOD,” and a top-right panel reading HEALTH, SHELLS, and KILLS. Panels are translucent nearly black with thin muted mint-gray borders, uppercase lettering, wide tracking, and subtle text shadows. Put a small centered notification near the upper-middle of the screen for events such as “LISTEN FOR THEM,” “HIT,” “TARGET DOWN,” “RELOAD,” and wave announcements, using pale red/pink for danger messaging. Add a centered mint crosshair made from thin vertical and horizontal lines with a slight glow. Apply a strong circular black vignette around the edges, especially dark at the corners, and a red translucent full-screen hit flash. Use a minimal low-poly asset aesthetic, very dark teal/green ground colors, desaturated cyan moonlight, and pale mint UI accents. Keep the scene and HUD responsive on desktop and mobile, with the top stats stacking vertically on narrow screens.

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