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Wild Night

  • 3d
  • survival
  • low-poly
  • forest
  • mobile
  • 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. Leland Hochstetler built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wild Night yet. Play it, then tell Leland Hochstetler what you would add next.

Make your own game

Wild Night was built by Leland Hochstetler 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 Wild Night 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 Wild Night

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.

Recreate “Wild Night” as a short-session 3D low-poly forest survival game viewed from a high, trailing third-person camera. Use a bounded circular forest clearing with a flat green ground, soft fog, and many simple stylized trees around the perimeter: brown polygonal trunks and dark green cone-shaped foliage. Light the scene with a warm directional daylight source and a small orange glowing campfire at the center, made from three crossed logs, a bright ember, and a flickering point light. Gradually shift the fog, background, and lighting tint over time to create a day/night mood, while keeping the campfire visually warm.

The player is a simple low-poly humanoid survivor, initially positioned just south of the campfire. Build the avatar from a pale capsule-like head/body, a dark green cylindrical coat, and a small light-colored blade held to one side. The avatar faces its movement direction. Use a circular playable area approximately 28 units in radius and prevent the player from leaving its boundary. Use a smooth high camera offset behind and above the player (roughly 12.5 units up and 12.5 units back), continuously looking slightly ahead of the player.

The core goal is to survive for 95 seconds until dawn. Start with an attract/instruction overlay titled “Wild Night” and the text: “Survive the forest. Move with WASD or the left stick. Attack with Space or the right button. Hold Shift or Sprint to run.” Include a prominent “Start Hunt” button. Starting the game resets the survivor to 100 health, 82 hunger, and 100 stamina, starts at day 1 with zero survival time, and creates four wolves and two bears around the outer edge of the clearing.

Support keyboard and touch controls. WASD moves the survivor; on mobile, provide a large translucent circular virtual joystick at bottom-left. Space attacks; on mobile, provide a round ATTACK button at bottom-right. Holding either Shift key or a bottom-right SPRINT button makes the player run faster while moving, consuming stamina. Normal movement is slower, sprint movement is faster, and stamina refills over time when not sprinting. Keep attacks on a short cooldown and animate the held blade with a quick slash.

The survivor must manage hunger. Hunger continuously drains, draining more quickly away from the fire and more slowly inside a circular campfire recovery zone. When hunger reaches zero, health drains rapidly. While near the campfire, health regenerates if below maximum and stamina refills faster. Place twelve simple berry bushes in the clearing, made from a green leafy sphere, stem, and several small red berries. When the player slashes near an active bush, hide/deplete it, restore 28 hunger and 8 health, and show a short message such as “You grabbed a cluster of berries — hunger eased.” Each depleted bush respawns after roughly 16–26 seconds at a new random position.

Enemies are simple low-poly animals made from capsule-like horizontal torsos and sphere heads. Wolves are gray, smaller, faster animals with 34 health, 10 damage, and an 11-unit aggro range. Bears are larger brown animals with 60 health, 18 damage, and a 9-unit aggro range. They wander when the player is outside their aggro range and chase when nearby. Wolves should feel faster and swarm from farther away; bears should hit harder and slow their movement when close to the campfire’s safe zone. When an animal collides with the player, apply its damage on a cooldown and knock the player back. Attacks damage nearby enemies in front of the player: bears take 24 damage per slash and wolves take 20. Defeated wolves and bears disappear, increase a hidden score (12 for a wolf and 25 for a bear), and display a brief defeat message. Keep enemies constrained near the forest boundary.

Scale enemy pressure as time passes. Advance the displayed day every 26 seconds; when a new day begins, add one wolf and add one bear on even-numbered days, with a brief message like “Day 2. Fresh tracks circle the camp.” Also spawn another random wolf or bear at regular wave intervals, favoring wolves. The HUD must always show six readable stats in a dark translucent rounded panel near the top: HEALTH, HUNGER, and STAMINA as horizontal colored bars (red/pink health, yellow/orange hunger, cyan/blue stamina), plus DAY, TIME SURVIVED in seconds, and THREATS showing the current enemy count. Show a dark translucent message panel below the stats for contextual guidance such as gathering berries, staying near the fire, starvation warnings, or nearby danger.

Use a clean readable mobile-friendly presentation: dark green translucent glass-like rounded panels, cream/off-white sans-serif text, subtle borders and shadows. Keep the joystick and action buttons visible during play at the bottom. On death, if health reaches zero, pause gameplay and show the center overlay with “You Fell,” a cause/message, the number of seconds survived, and defeated-enemy score, with a “Try Again” button. On reaching 95 seconds, pause gameplay and show “You Survived,” the dawn message, survival time, and defeated-enemy score, also allowing a retry. Do not add weapons, crafting, inventory, ranged attacks, objectives, or features beyond this movement, sprinting, slashing, berry recovery, campfire recovery, enemy survival loop, day progression, HUD, and win/loss flow.

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