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Arcade › Nightfall Yard
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Heno Hantha built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Nightfall Yard yet. Play it, then tell Heno Hantha what you would add next.
Nightfall Yard was built by Heno Hantha 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 Yard 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 browser-playable 3D top-down survival shooter titled “Nightfall Yard.” Use Three.js or an equivalent 3D engine with an orthographic camera looking straight down at a dark, rectangular graveyard yard. Keep the camera centered on the player as they move. The world should have a nearly black blue-gray background and fog, a flat dark graveyard floor with a subtle square grid, and low perimeter walls on all four sides. Populate the yard with graveyard props: several gravestones, cross-shaped markers, and fence posts/sections along the upper and lower edges, using low-poly graveyard-kit-style models when available. Use cool moonlight and blue ambient illumination, with a warm yellow flashlight spotlight attached to the player and aimed in the mouse/cursor direction; toggling the light off should remove that spotlight and make the scene harder to see. The player is a simple glowing blue circular/cylindrical survivor marker near the center, with a small gold triangular/cone pointer indicating facing/aim direction. Start the player near the lower-middle of the yard. Move with WASD or arrow keys at a responsive constant speed, constrained inside the yard. Aim toward the mouse position and rotate the player/pointer toward that direction; clicking the canvas fires, and Space also fires. Each shot creates a small bright yellow projectile traveling in the aim direction. Give the player 12 starting rounds, impose a short fire cooldown, make projectiles expire after a short distance/time, and make every round count—there is no reload control. If the player tries to shoot with no ammo, show a brief warning; show another brief warning when the last round is fired. Spawn low-poly humanoid zombies at random positions around the outer area of the yard. Zombies should walk/animate toward the player, rotate to face them, and become more numerous as the wave value rises. Limit the active threat count to roughly 4 plus two per wave, capped at 18, and spawn on a timer that becomes somewhat faster in later waves. A projectile that comes within close range of a zombie kills it immediately, removes it, and increments the score. Zombies that reach the player should damage health continuously; start health at 100 and end the run when it reaches zero. Do not add health or shield mechanics that are not shown. When all active zombies are gone and the wave-clear timing condition is met, advance the wave, restore up to 3 rounds (with a maximum of 12), and briefly display “Wave cleared — +3 rounds.” Preserve the dark, tense arcade-survival feel. The HUD must be a fixed translucent dark panel in the upper-left with rounded corners and a thin bluish border. It should show the uppercase title NIGHTFALL YARD in pale blue, “Ammo” with the current count, a pill badge reading “FLASHLIGHT ON” or “FLASHLIGHT OFF,” “Wave” with the current wave, and “Threats” with the current active zombie count. Beneath it show the exact-style help text: “WASD / arrows move · Mouse aims · Click shoots · F toggles light” and “Stay in the beam. Every bullet matters.” Display temporary amber messages in a small dark panel at the upper-right. On touch/coarse-pointer devices, show a bottom-left directional pad with up/left/down/right buttons and bottom-right SHOOT and LIGHT buttons; these buttons should perform the same movement, shooting, and flashlight toggling actions. On death, freeze gameplay and show a full-screen translucent black overlay with a centered dark-blue rounded card, the heading “The yard went quiet,” a score and wave summary, and a gold “Try again” button that reloads/resets the game. Match the reference presentation: minimal UI, dark navy/black night palette, blue grid lines and cool blue player, warm gold aim pointer/projectiles/light, soft shadows, and clean modern system typography. Keep the experience focused on moving, aiming, conserving ammunition, illuminating the yard, and surviving incoming zombies.