Arcade › Orbit Nights
Navigate your astronaut through an endless cosmic tunnel, dodging debris while collecting glowing energy orbs to boost your speed and score. As you soar through a star-studded void, watch the vibrant alien landscape unfold, keeping your reflexes sharp to avoid obstacles and race for your best run.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Davonya Joy built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Orbit Nights yet. Play it, then tell Davonya Joy what you would add next.
Orbit Nights was built by Davonya Joy 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 Orbit Nights 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 playable 3D endless runner called “Salem Nights,” presented in a forward-facing third-person perspective behind and slightly above a small witch riding a broom. Use a dark haunted-graveyard setting at night: deep navy background and fog, a large pale moon far to the upper left, sparse warm stars, and floating purple ember particles. The camera should follow the player down a long straight three-lane graveyard path, with a perspective view that makes the tiled roadway widen toward the bottom of the screen. The road is a broad muted gray-purple rectangular track made from repeating segments, with visible small rectangular tile divisions, dark raised side borders, and a thin glowing purple line running down the center. Dim green grass patches sit outside the road, with randomly placed graveyard decorations along both sides: dead trees, crypts, wooden crosses, and cross-shaped gravestones. Use low-poly stylized 3D graphics, strong moonlight/shadows, purple ambient lighting, orange lantern light, and a dark violet/gold Halloween color palette. The player avatar is a compact stylized witch moving automatically forward on a broom. Build her visibly from simple low-poly geometry: a dark purple/black conical cloak, pointed black witch hat with a brim, a horizontal broom with a dark shaft and purple cone-like bristles, and a small glowing orange orb near the body. Add several small glowing purple trailing particles behind the broom. The player occupies one of three horizontal lanes, centered near the bottom/front of the camera view. Smoothly move toward the selected lane and give the rider a subtle hovering bob and tilt. A point light attached to the rider should create a warm orange glow. The core mechanic is lane switching and jumping while the track and obstacles move toward the player, creating an endless-runner effect. The three lane centers are approximately left, center, and right. Spawn repeating rows ahead at intervals with randomized patterns: rows can contain glowing orange jack-o’-lanterns in all three lanes; one skeleton barrier in one lane and pumpkins in the other lanes; skeleton barriers in two lanes with one safe lane containing a pumpkin; or a mixed row with one pumpkin and one skeleton barrier. Use animated low-poly skeleton models as the barriers and glowing orange jack-o’-lantern models as collectibles. The player collects a pumpkin when passing it in the same lane, increasing the jack-o’-lantern counter by one and adding bonus score; collected pumpkins disappear. A skeleton barrier causes a crash if the player is in its lane and is not sufficiently airborne; jumping over it avoids the crash. The run begins on the first keyboard/button interaction and automatically advances. Gradually increase movement speed over time, capped at a higher speed, and display it as a multiplier. Controls must support keyboard and mobile/touch controls. A/D or Left/Right arrows shift one lane left or right, clamped to the three lanes. W, Up Arrow, or Space makes the witch jump; jumping is only initiated while on the ground. On mobile, place two circular left/right arrow buttons at the lower left and a large circular “JUMP” button at the lower right. Buttons should have warm orange/brown radial gradients, gold borders, pale yellow text, and soft orange glow. Add a fixed HUD over the game. At the upper left, show a dark translucent purple panel with a thin gold border and subtle purple glow. It must contain the gold, widely letter-spaced title “SALEM NIGHTS,” followed by readable stats: “Score: 0,” “Jack o lanterns: 0,” “Speed: 1.0x,” and “Best: 0.” Score increases continuously during play and gets a collectible bonus; the best score persists between runs using browser local storage. At the upper right on wider screens, show a matching translucent bordered help panel explaining “Dodge crypt rubble, grab glowing pumpkins,” the keyboard controls, and that phones use the buttons; hide this help panel on narrow mobile layouts. Show centered temporary gold toast messages such as waking the graveyard, collecting a lantern, and crashing. When the player hits a skeleton barrier, stop the run, tilt the witch/broom into a crashed pose, save/update the best score, and display a full-screen dark translucent overlay with a centered dark violet result card bordered in gold. The card should say “SALEM NIGHTS,” explain that the witch crashed in the haunted graveyard and should collect more lanterns and dodge skeletons, and provide a “RIDE AGAIN” button. Pressing that button, or using the jump action after game over, restarts the endless course with score, lanterns, elapsed time, speed, and player position reset while retaining the best score. Include subdued looping spooky background music after the first interaction and a short jump sound effect, but keep the game playable if audio cannot load.