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Nightwatch Mini

  • 3d
  • first-person
  • survival-horror
  • security-camera
  • resource-management
  • arcade
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. asimpson1265 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Nightwatch Mini yet. Play it, then tell asimpson1265 what you would add next.

Make your own game

Nightwatch Mini was built by asimpson1265 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 Mini 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 Mini

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 first-person 3D survival horror game titled “Nightwatch Mini,” using a dark, simple low-poly security-office environment and a clean overlay HUD. The player is a night guard trapped in a small office at night and must survive one shift from 12:00 AM to 6:00 AM, which lasts about 165 real-time seconds. The camera is first-person with mouse-look via pointer lock; start with a centered dark translucent start card that says “Nightwatch Mini,” “Click to lock mouse and start. Survive until 6 AM.” and “Q: Tablet cameras • E: Doors • F: Flashlight.” Clicking starts and locks the mouse. Support WASD movement within the small office, Esc to release the mouse, and R to restart.

Build the scene from readable primitive geometry. The office is a compact rectangular room with dark blue-gray walls, floor, ceiling, a desk near the back with two small dark monitors, left and right side door openings, and vent grates on the left and right walls. Beyond the front of the office is a long narrow, dimly lit hallway with a far wall and strong fog/darkness. Use very dark navy/black materials, sparse cool blue ambient and hall lighting, a brighter cool-white office spotlight, shadows, fog, and high-contrast emissive indicator lights. Doors are chunky vertical gray panels beside the office entrances; they slide upward into the ceiling when open and down to block the opening when closed. Each door has a nearby interactable panel with a small green LED when open and red LED when closed. Vent grates have small blue LEDs, changing red when sealed.

The main HUD is always visible as small translucent dark rounded pills with thin borders. At the top-left show “Night: 1,” “Time: 12:00 AM” initially, and “Power: 100%.” At the bottom-left show “Door L: OPEN,” “Door R: OPEN,” “Vent L: OPEN,” “Vent R: OPEN,” “Flashlight: OFF,” and the hint “E: door panel • Q: tablet • F: flashlight.” Update all statuses live: doors read OPEN/CLOSED, vents read OPEN/SEALED, flashlight reads OFF/ON, power is a percentage, and time advances to 6:00 AM.

The player manages a finite power supply starting at 100%. Drain power continuously at 0.45 per second, with additional drain of 0.55/sec for each closed door, 0.65/sec while the flashlight is on, 0.95/sec while the tablet is open, and 0.55/sec for each sealed vent. If power reaches zero, turn the office and hall lights down into a blackout, disable the flashlight, and kill the player after roughly four seconds with a centered dark overlay titled “Power out.” and body text “The darkness didn’t last long. Press R to restart.”

Door interaction is deliberately positional: while mouse-locked and not using the tablet, the player must look directly at a door’s small wall panel and press E to toggle that door. Closed doors protect against hallway threats but consume power. Press F to toggle a forward-facing flashlight; it visibly adds a bright white cone and consumes power. The flashlight can stall a vent creature when the player is close enough and looking directly at the corresponding grate, but only while the tablet is closed and the mouse is locked.

Press Q to open/close a full-screen tablet camera interface. Opening releases pointer lock so the player can click the interface; closing hides it and relocks the mouse. The tablet should be a large centered dark translucent frame with rounded border, a header reading “TABLET,” the active camera name, “SIGNAL OK” (changing to “SIGNAL NOISY” at 15% power or below), and “Q to close.” Its left side is a live rendered camera view of the same 3D scene with a subtle animated horizontal static/scanline effect and a faint center reticle. Its right side contains button panels: CAMERAS with CAM 1, CAM 2, CAM 3; VENTS with VENT L and VENT R camera buttons plus SEAL LEFT and SEAL RIGHT toggles; and a simple MAP showing OFFICE, HALL, VENT L, and VENT R. Include the explanatory text “Cameras slow some threats — but vents love when you look away.”

Provide five static cameras: CAM 1 — Near Hall looking down the near hallway, CAM 2 — Mid Hall, CAM 3 — Far End, VENT L looking toward the left office grate, and VENT R looking toward the right grate. Switching camera buttons changes the rendered camera view and produces a short beep plus static hiss. The tablet’s vent seal buttons toggle the matching vent state, visual button state, HUD status, and grate LED. Sealed vents consume power but stop a crawler when it reaches the end; the crawler retreats and may switch sides instead of killing the player.

Include exactly three primitive robotic enemies with blocky bodies and heads, glowing emissive eyes, and no detailed textures. Two are hallway animatronics: Bruin has brown body/head materials and pale cyan eyes; Wisp has dark purple body/head materials and bright pink eyes. They begin far down the hallway and advance through a shared sequence of positions toward the office, eventually choosing a left or right approach. Bruin is slowed substantially when viewed on the tablet; Wisp is slowed less and changes sides more frequently. Their aggression gradually increases over the night. If a hallway animatronic reaches the office on a side whose door is open, immediately show a loss overlay titled “You were caught.” with text identifying the creature and that it slipped in through the left or right open door, followed by “Press R to restart.” If its chosen door is closed, make it back off toward the hall and sometimes switch sides.

The third enemy is Crawler, a smaller blocky vent creature with green coloring and glowing green eyes when assigned to the left vent, or blue coloring and glowing cyan eyes when assigned to the right vent. It advances from the dark hallway/vent approach toward one of the two office grates. Vent movement becomes faster while the tablet is open, representing distraction. Watching a vent camera does not substantially slow hallway threats, while hallway camera viewing slows the two hall threats. If Crawler reaches an unsealed vent, show “You were caught.” and text that it crawled through the left or right vent, with “Press R to restart.” If it reaches a sealed vent, reset its progress and sometimes switch vents. The player can also stall it by shining the flashlight directly at the correct nearby grate.

Use minimal procedural audio: short triangle-wave beeps for door, flashlight, tablet, camera, and seal actions; pink-noise/static hisses when changing cameras or when threats retreat; and a descending low three-note jumpscare sting on loss. On successful survival, stop the game and show a centered overlay titled “6:00 AM” with “You made it. Press R to play again.” and a success beep. Loss and win overlays should release pointer lock. Keep the visual presentation sparse, atmospheric, dark, cool-toned, and readable rather than adding extra characters, weapons, inventory, levels, or mechanics.

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