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Arcade › Zoo After Dark

Zoo After Dark

  • 3d
  • first-person
  • survival
  • horror
  • exploration
  • stealth
  • atmospheric
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. Theresa built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Zoo After Dark yet. Play it, then tell Theresa what you would add next.

Make your own game

Zoo After Dark was built by Theresa 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 Zoo After Dark 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 Zoo After Dark

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 first-person 3D survival-exploration game titled "Zoo After Dark". The setting is a closed zoo during a nighttime blackout: the player is a night security guard trapped inside, the main gate is locked, and an escaped wolf stalks them. Use a dark, atmospheric low-poly/asset-kit visual style with a nearly black blue-green sky/background, heavy distance fog, dim cold moonlight, flickering zoo lamps, muddy ground, wet-looking concrete paths, metal-bar animal enclosures, trees, bushes, benches, and a small staff/control room. Use a first-person camera at about human eye height with mouse-look after pointer lock on desktop and drag-look on touch devices. The player begins near the front/south side of the zoo at the main entrance, facing inward. The zoo is a roughly square fenced compound with an outer perimeter fence and a closed double gate at the south/front, branching concrete paths, three animal exhibits, scattered vegetation and benches, and a staff room at the far north end. The staff room is a low open-front room with side/back walls, a raised floor, desk, chair, bench, a fuse panel station, and a gate console station.

Core objective and progression: find and collect exactly 3 fuses and 2 keycards scattered around the zoo, then go to the staff room and interact with the fuse panel to restore power, then interact with the gate console to open the main gate and escape. The HUD must clearly show an objective, a battery meter/percentage, and item counts in the form "Fuses 0/3 · Keycards 0/2". Before collecting all items, the objective says to search exhibits; after all are collected it directs the player to restore power; after power restoration it directs the player to use the gate console. Interactables should only work when the player is close and generally facing them, with an on-screen center prompt such as "Press E to take fuse", "Press E to take keycard", "Press E to install fuses and restore power", or "Press E to open the main gate". Pickups are small box-like objects with hovering/glowing octahedron beacons: fuses glow yellow and keycards glow cyan.

Place the collectibles as follows: one keycard in the deer meadow enclosure on the west side, one fuse in the bull yard enclosure on the east side, one fuse in the old aviary near the central/southern path, one fuse at a maintenance crate on a west/central path, and one keycard near a lost-guard-badge pickup on an east/central path. Populate the deer meadow, bull yard, and old aviary with metal-bar fences, gates, bushes/trees, and visible static animals: use a deer in the west enclosure, a bull in the east enclosure, and another deer in the central aviary. These animals are scenery and do not attack.

The escaped wolf is the active threat. Spawn a large animated low-poly wolf in the zoo and have it continuously stalk/chase the player. It uses walk, gallop, idle, and attack animation states. It should accelerate somewhat as time passes and move faster when close; if it reaches the player (about 1.25 meters), end the run with a red danger/end message such as "CAUGHT: The escaped wolf reached you." The wolf is slowed substantially when it is inside the player’s forward flashlight beam, so the player must turn and aim the light at it to create distance. Add a red danger vignette that becomes stronger as the wolf approaches. Occasionally reposition the wolf around the player when it gets very far away so it remains a persistent threat. Add occasional low wolf growls and ambient animal-call tones using Web Audio, plus grass footsteps while moving.

Give the player a handheld flashlight that starts on, projects a strong narrow cool-white/cyan cone in the direction the camera faces, and can be toggled with F (or a touch flashlight button). The flashlight battery starts at 100%, drains continuously while the light is on at a noticeable but survivable rate, and automatically switches off at 0%. If the player is not near a functioning lamp and remains in total darkness for roughly four seconds, lose with a message like "LOST: Your flashlight died in total darkness." The flashlight should not drain while the game is not active or after winning. Zoo lamps should flicker irregularly during the blackout; after the fuse panel restores power, all lamps become brighter, cool-toned, and mostly stable. Show the battery as a horizontal bar with a percentage, turning red/orange when low.

Controls: WASD or arrow keys move, mouse controls first-person look after clicking/pointer-locking the game, Shift sprints, E interacts, and F toggles the flashlight. Sprinting is faster than normal movement and produces faster footsteps. For touch, provide a left virtual joystick for movement, a right-side drag area for looking, and visible buttons for flashlight, interact, and sprint. Prevent movement through the perimeter, exhibit fences, staff-room walls, and closed gate using simple collision blockers; allow movement through the front gate after it is opened.

Start with a dark translucent centered title/instruction modal over the scene. It should show the large title "Zoo After Dark", explain that the player is the night guard, the power is dead, the main gate is locked, and something escaped from the wolf exhibit, then list "WASD move · Mouse look · Shift sprint", "E interact · F toggle flashlight", and "Collect 3 fuses and 2 keycards, restore power, then open the main gate." Include a prominent outlined "Start shift" button. On starting, hide the modal, request pointer lock where available, initialize audio, and show a brief message that power is out and the player must find fuses and keycards. Use a restrained HUD in the top area with labeled OBJECTIVE, BATTERY, and ITEMS panels, cyan/blue-gray borders and text, and a centered interaction prompt. On victory, stop gameplay, open the gate by moving its two gate leaves aside, show a green-tinted success message such as "ESCAPED: You opened the main gate before sunrise.", and release pointer lock. On defeat, stop gameplay, play the wolf attack state/growl, and show a red-tinted end message. Do not add weapons, combat, additional enemies, scoring, or unrelated mission systems.

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