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Nightwatch

  • 3d
  • third-person
  • mystery
  • investigation
  • night
  • low-poly
  • adventure
0
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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. kazmeenkazmeenmam built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Nightwatch yet. Play it, then tell kazmeenkazmeenmam what you would add next.

Make your own game

Nightwatch was built by kazmeenkazmeenmam 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 Nightwatch 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 Nightwatch

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 browser-based 3D third-person investigation game titled “Nightwatch // Missing Child.” The player is a sheriff searching a quiet neighborhood at night for six clues connected to a missing child. Use a dark, low-poly stylized look: deep navy sky/background, atmospheric fog, a broad dim blue-gray ground plane, a straight central road, soft moonlight, and warm orange street lighting. Use simple blocky Kenney-style 3D assets for the sheriff, a small dog companion, six modular suburban houses, and a holstered pistol. The camera should follow behind and slightly above the sheriff in a third-person perspective, with WASD or arrow-key movement, Shift to run, Space to jump, and normal gravity. The dog begins near the player and continuously follows just behind/alongside them, keeping close as they move.

Build the neighborhood as a large flat ground area with a central road roughly 16 units wide extending into the distance. Add short gold/tan dashed lane markings down the center. Place six houses in two columns and three rows: approximately (-18,-18), (18,-18), (-18,0), (18,0), (-18,18), and (18,18), with each house facing toward the road/its approach and having a noticeable blue-lit rectangular door marker. Add a handful of simple trees around the road and houses, each made from a brown trunk and dark green rounded canopy. The scene should have shadows, moon-colored directional illumination, a cool hemisphere fill, and a warm point light near the road, with fog fading the distant neighborhood.

The core loop is: walk close to a house, knock, read the neighbor’s testimony, then investigate to secure that house’s clue. A house becomes interactable when the player is within about 8 world units of its front-door position. The K key or KNOCK button performs the knock. Knocking opens a bottom-center dialogue panel and increments Houses checked once for that house; clicking the dialogue panel or pressing E dismisses it. After a house has been knocked on, press E or the INVESTIGATE button to inspect it, increment the clue count, and show a glowing golden/orange octahedron clue marker near the door plus a CASE LOG dialogue. Each house can yield only one clue. The six testimonies, assigned one per house, are: Mara — “I heard a bicycle bell near the park after sunset.”; Jon — “A small blue ribbon was caught on my back gate.”; Priya — “The street camera flickered at 21:17. I wrote it down.”; Eli — “Someone knocked twice, then ran toward the old shed.”; Rosa — “The dog kept staring at the empty lot all evening.”; Theo — “I found a muddy footprint beside the garden wall.” After all six clues are found, show the message “All six clues secured — return to the sheriff marker at the road.” There is no need to add a combat system or actual firing; the pistol is a visible cosmetic sidearm only.

Use a fixed glassy dark HUD over the scene. At top left show “NIGHTWATCH // MISSING CHILD” and live progress text “Clues 0/6 · Houses checked 0/6” (updating to the current values). At top right show “SIDEARM · HOLSTERED” and “6 rounds · SHERIFF KIT.” At bottom right provide vertically stacked KNOCK and INVESTIGATE buttons: KNOCK is enabled only near a house and not while dialogue is open; INVESTIGATE is enabled only after knocking and before that house’s clue is found. Label the clue-completion state FOUND. Display transient centered messages above the bottom UI, including an initial instruction such as “Find the six neighbors. Knock, listen, investigate, and keep your pet close.” and house/clue feedback. Show a bottom-left control legend: “WASD / arrows move · Shift run · Space jump · E interact · K knock.” Use rounded dark translucent panels with subtle blue borders, white bold labels, pale blue secondary text, and blue primary action buttons with a darker secondary investigate button. Make the game responsive for desktop and touch/mobile layouts, including the on-screen action buttons.

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