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Nightfall Yard

  • 3d
  • top-down
  • survival
  • shooter
  • zombies
  • horror
  • mobile
  • 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. Rahul Swain built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Nightfall Yard yet. Play it, then tell Rahul Swain what you would add next.

Make your own game

Nightfall Yard was built by Rahul Swain 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.

Read the build brief for Nightfall Yard

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 playable 3D top-down survival shooter titled "Nightfall Yard". Use an orthographic camera looking down at a dim nighttime graveyard, with a nearly black navy background and fog. The play area is a broad dark green-gray ground plane with a 4.2-unit-wide, slightly lighter central path running vertically through it. Enclose the yard visually with repeated low fence sections along the far north and south edges, and scatter stylized graveyard props: gravestones and cross-shaped markers around the path. Use simple low-poly/softly lit graveyard-kit-style models and shadows, with a cold blue moonlight atmosphere and warm flashlight illumination.

The player is a small survivor near the lower part of the yard, built from a cyan-blue short cylinder body, tan spherical head, and a small dark pistol attached at the side. The player can move with WASD or arrow keys, and on touch devices use a large translucent circular virtual joystick at bottom left. Keep movement constrained approximately to x=-8..8 and z=-7..9. The camera follows/frames the player in a top-down perspective, and show a small centered crosshair. Clicking/tapping the game world fires toward the pointer: turn the survivor toward the aim direction, consume one round, and kill the nearest zombie within about 2.2 units and a narrow forward cone in one hit. Display a brief firing glow/flash on the player when shooting. There is no reload interruption to movement.

Spawn five zombies at startup across the upper/left side of the yard, then continually spawn another zombie about every 2.5 seconds at a random edge of the bounded yard. Zombies should be animated low-poly humanoid/graveyard zombie models, cast shadows, slowly chase the player at about 0.62-0.87 units per second, rotate toward the player, and attack when within about 0.75 units. Each attack deals 7 HP every 0.75 seconds and briefly displays the uppercase message "BITTEN". Zombies have one hit point and increment the kill counter when shot. Continue spawning and chasing; the only end condition is the player reaching zero health, which displays a dark translucent full-screen overlay titled "OVERRUN", a sentence such as "You dropped [kills] infected before the yard took you.", and a TRY AGAIN button that restarts the game. There is no victory state.

Give the player 12 magazine rounds and 36 reserve rounds at startup. Reload with R or a bottom-right RELOAD button; if the magazine is not full and reserve ammo remains, show "RELOADING" for about 1.15 seconds, then transfer enough reserve rounds to fill the 12-round magazine. Prevent firing during reload and show "EMPTY — PRESS R" or "OUT OF AMMO" when appropriate. Track HP starting at 100 and kills starting at 0.

Add a directional warm cone spotlight attached above the survivor, aimed in the direction the survivor faces, with range around 11 and a narrow beam. Flashlight starts on and its battery starts at 100%; while on, drain it at about 1.8 percentage points per second and automatically switch it off with the message "FLASHLIGHT DEAD" at zero. While off, recharge slowly at about 0.35 per second. Toggle it with F or a bottom action button whose text alternates between "FLASHLIGHT ON" and "FLASHLIGHT OFF". The HUD should update continuously.

Use a dark, polished game UI over the canvas. At top left place a rounded translucent near-black panel with a thin blue-gray border and subtle shadow/backdrop blur. It should show the spaced uppercase title NIGHTFALL YARD, a large line "AMMO 12/36" with ammo in warm yellow and "HP 100" in pink-red, and a muted line "Kills 0 · Flashlight 94%" (values update dynamically). On desktop, put a help panel at top right reading "WASD / arrows move · click shoots · F flashlight · R reload" and "Survive the yard. Save your rounds." Hide this help panel on coarse/touch devices. Keep a centered pale blue crosshair with glowing horizontal and vertical bars. Show temporary uppercase combat/status messages around the upper-middle of the screen.

At the bottom, provide the circular translucent movement pad on touch/coarse screens only, and right-side rectangular dark blue buttons with light borders for FLASHLIGHT ON/OFF and RELOAD. Make the layout responsive to portrait mobile screens as well as desktop, preserve touch-action behavior, and use a restrained palette of navy-black, foggy blue, muted gray-green ground, warm yellow ammo, red-pink health, cyan survivor, and warm flashlight light. Use soft shadows, ambient hemisphere light, directional blue moonlight, fog, and a subtle low-poly aesthetic. The experience should feel like a tense, minimal nighttime cemetery defense game rather than a bright arcade arena.

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