Arcade › Nightfall Village
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Nightfall Village was built by vihaankadam763 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 Village 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.
Create a third-person 3D survival/exploration game titled “Nightfall Village,” viewed from behind and slightly above a simple capsule-shaped player character. Use a low-poly, stylized Three.js-like presentation with basic geometric models, soft shadows, fog, and a wide village environment. The player is a smooth white/light-gray capsule with a rounded top, centered on a long dark charcoal road running through an abandoned village. Surround the road with flat green grass, four blocky abandoned houses made from gray-beige rectangular walls and dark brown broken-looking flat roofs, each with a small dark doorway. Add sparse wooden fence posts and horizontal rails around the outskirts, and tall simple trees with brown rectangular trunks and dark green conical canopies. Place a blue escape car at the far end of the road, built from simple box geometry with a blue body, dark cabin, and four wheels. The core loop is to search for six glowing supply caches during daytime, survive alternating day and night phases, then escape. Place six small golden-yellow supply crates at fixed scattered positions around the road and houses; each has a small glowing yellow sphere/light above it and slowly rotates while it remains available. The player must approach a cache and press E to collect it, only during daytime; collected caches disappear and the HUD count increases. Daytime lasts 18 seconds and has bright sunny lighting, pale atmospheric fog, green surroundings, and warm directional sunlight. Night lasts 14 seconds and changes to dense blue-black fog, dim ambient light, weak moonlike blue lighting, and a repeating distant siren sound. Each completed night advances the day counter by one. Continue this cycle until day 100. During nighttime, spawn a tall alien-like “Siren Stalker” enemy in the village. It should use an animated low-poly monster model with an idle animation when inactive and a walking animation while pursuing the player. Each night it continuously moves directly toward the player, becoming slightly faster as the day number rises. Show a prominent red “SIRENS NEARBY” warning at the top center when the stalker is close (and at reduced opacity when farther away); if it reaches within roughly 2.2 world units, end the game with a centered dark message card titled “CAUGHT” and the text “The Siren Stalker found you in the fog. Refresh to try again.” The stalker should not pursue during daytime. The win condition is: collect all six supplies, survive through day 100, then reach the blue car and press F while within about 5 world units. Display a centered victory card titled “YOU ESCAPED” with the text “Day 100 is over. You reached the car and got out alive.” Disable normal gameplay after winning. If the player has not met the requirements, approaching the car and pressing F should do nothing. Use keyboard controls: WASD or arrow keys to move, Shift to run, Space to jump, E to collect the nearest nearby supply, and F to attempt escape at the car. Use a third-person follow camera with approximately 62-degree perspective, around 7.5 units behind the player, and smooth shadowed rendering. Include responsive movement and gravity/jumping. On touch/mobile layouts, retain the third-person game and show a translucent circular virtual control at the lower-right if provided by the control system. Add a fixed dark translucent HUD panel in the upper-left with rounded corners and subtle border/shadow. It must show the gold uppercase title “NIGHTFALL VILLAGE,” a bold phase line such as “Day 1 · Sunny daylight” or “Day 1 · Foggy night,” and an objective line. Before completion the objective reads “Supplies 0/6 · Search in daytime · Survive to day 100,” updating the count; once day 100 and all supplies are collected it reads “Reach the blue car and escape.” Also add a bottom-center pill-shaped help label reading “WASD / arrows to move · Shift to run · Space to jump · E to collect.” Use a dark blue-black background and atmospheric color changes to make daytime readable and nighttime threatening. Keep the scene sparse and geometric, matching the visible low-poly abandoned-village aesthetic rather than adding extra gameplay systems.