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Arcade › Nightfall Collect
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Elijah Watson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Nightfall Collect yet. Play it, then tell Elijah Watson what you would add next.
Nightfall Collect was built by Elijah Watson 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 Collect 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 first-person 3D exploration horror game titled “Nightfall Collect.” Use Three.js-style low-poly clean geometry and a full-screen canvas. The player begins in a large enclosed square fenced yard, viewed from a first-person camera at approximately eye height. The yard starts as a bright, soft, friendly daytime/nighttime scene: pale blue sky/background, green grass, white fence around the perimeter, green rectangular hedge obstacles, and a few tall gray cylindrical pillars that create occlusion. Place a simple Gate landmark in the center of the far/north fence: two dark posts, a horizontal lintel, and a glowing mint-green point light. The player starts near the south side of the yard at roughly (0, 1.6, 35), facing toward the yard, and cannot leave the fenced bounds or walk through hedge/pillar collision boxes. At launch, show a dark translucent rounded rectangular overlay over the game with the large title “Nightfall Collect,” subtitle “A cozy scavenger hunt — until it isn’t.”, a prominent “Start” button, and a small tip saying “Press Esc to release the mouse.” Behind it, the gameplay HUD is faintly visible. Once Start is pressed, hide the overlay, initialize audio, and on desktop lock the mouse. Desktop controls: click the canvas to lock the pointer, mouse movement looks around, WASD moves relative to the camera yaw, Shift sprints, and Escape releases the mouse. Support mobile controls too: show a virtual joystick on the left half for analog movement, drag on the right half to look, and a hold-to-sprint button labeled “SPRINT.” After winning or losing, allow restart with R or the overlay button. The objective is to collect exactly 10 floating light-orbs scattered at fixed-but-seeded random safe positions throughout the yard, then return to the Gate. The HUD should be minimal and readable: top-left title “Nightfall Collect,” a line reading “Collect 10 orbs, then return to the Gate.” that changes to “All orbs collected — RUN to the Gate.” after the final orb, top-right counter “Orbs: 0 / 10” with the current count, a horizontal stamina bar, and a small status/message area. Orbs are small bright white/mint emissive spheres that hover/bob and slowly rotate. They should be spaced apart, kept away from the starting area and Gate, and not placed inside obstacles. Walking within about 1.4 units collects one; remove it, increment the counter, play a short pickup tone, and add a dark corruption stain at its location. Implement stamina: normal movement is about 7.2 units/second, sprint is about 10.5, sprint drains a full stamina value at roughly 0.35 per second, and stamina regenerates at roughly 0.22 per second when not sprinting. Clamp the player to the yard and resolve collisions against expanded axis-aligned boxes for hedges and pillars. The Gate only completes the game after all 10 orbs are collected; entering a Gate zone near the north fence then triggers a win. On win, show the overlay title “You made it.” and body “The Gate opens. The yard goes quiet.” with a “Play again” button. If the pursuing enemy reaches the player, show a loss overlay titled “It found you.” with body “Press R to restart — and don’t look back.” and a “Restart” button. Make the atmosphere escalate continuously through a fear value calculated from orb progress and elapsed time: approximately 55% from collected-orb progress and 45% from time, reaching its time maximum around 90 seconds. The initial scene is pale blue with relatively distant fog, green ground, strong hemisphere/moon lighting, and no enemy. As fear rises, shift the clear color and fog from pale blue toward cold blue-black, make fog denser and closer, dim the hemisphere and directional moon lights, flicker the moonlight in the later phase, darken the grass toward dead green-black, and add an increasingly strong dark screen vignette. At high fear, add subtle random camera shake. The glowing Gate light remains a landmark but dims and eventually changes from mint-green to sickly pink/red with corruption. Each orb also increases a separate corruption level from 0 to 1. As corruption increases, bleach and darken the green hedges, white fence, and gray pillars. Grow the dark circular stains on the ground dramatically and make them pulse; begin with two subtle starter stains and add one at each collected orb. The scene should progress from warm/clear and cozy into cold, heavily fogged, nearly black and corrupted. Keep all geometry simple and low-poly: flat plane grass, box hedges, box fence segments, dark gate posts/lintel, cylindrical pillars, emissive spheres, and a tall human-like silhouette. When the first orb is collected, activate the Stalker (also provide a safety activation once fear exceeds roughly 0.35). The Stalker is a simple very dark human-ish low-poly silhouette made from a capsule-like torso and spherical head, with two tiny bright red/pink glowing eyes. Spawn it roughly behind the player, keep it hidden before activation, and have it chase the player across the yard. Its speed increases with fear from about 1.6 to 4.0 units/second. At high fear it can occasionally blink/reposition off to the side within the surrounding fog before continuing its chase. Face the silhouette toward the player. If it gets within roughly 1.2–2.1 units (the threshold varies with fear), trigger game over. Use an on-screen vignette and status messages to punctuate escalation: after the first orb, “You hear something… far away.” and activate the Stalker; after the second, “Footsteps. Not yours.”; after the third, “Don’t stop moving.”; once all are collected, “The Gate is behind the pillars — keep moving.” Ambient status can also say “Something is in here with you.” when the Stalker appears. Add occasional subtle scare events as fear rises, without adding enemies or mechanics beyond the described Stalker. Include audio if supported, initialized only after the first user interaction: a calm low drone, bright pickup tones, and a hit tone. Add a looping synth music layer that starts clean and gradually becomes corrupted as orbs are collected: close a low-pass filter, increase distortion, bitcrush the sound, add tremolo and reverb, widen it, introduce pitch drift, change the simple consonant pad toward dissonant notes, speed the tempo from about 74 toward 96 BPM late-game, and add brown-noise hisses. Trigger occasional short whispers, low thumps, and high dissonant stings during escalation and orb milestones. The final result should feel like a cozy scavenger hunt that visibly and audibly turns into a survival-horror chase, while preserving the simple low-poly yard and minimal HUD.