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Arcade › 5KZombies
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Alexandre Kaufmann built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about 5KZombies yet. Play it, then tell Alexandre Kaufmann what you would add next.
5KZombies was built by Alexandre Kaufmann 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 5KZombies 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 browser game titled “5KZombies,” a minimalist top-down/three-quarter arcade zombie defense shooter. Use an orthographic camera looking down from above and slightly toward the front of a long vertical street, with the player at the bottom of the screen and enemies approaching from the far/top end. The camera should show a dark charcoal asphalt road approximately 14 units wide and 30 units long, flanked by broad muted olive-gray shoulders, scattered angular brown-gray debris, and intermittent pale yellow center-lane dash markers. Add a dim, moody atmosphere with dark teal/green fog, subdued lighting, soft shadows, and a low-poly/blocky aesthetic. If available, decorate both sides with sparse ruined city buildings and construction barriers, but keep the road and combat clearly visible. The player is a simple blocky green vehicle/character-like defender positioned near the bottom center of the road (initial world position x=0, z=6). Build it from a green rectangular body, a dark forward-mounted machine gun, and a dark teal glowing visor/front panel. The player can move only horizontally across the roadway, clamped to the road width (roughly x=-5.9 to 5.9), using Left/Right arrow keys. Include touch controls at the bottom: left and right arrow buttons. The machine gun fires forward up the road with Space, one shot every 0.12 seconds while firing is triggered; represent bullets as small bright yellow spheres traveling toward the top of the screen. Include a single grenade charge at the beginning, thrown forward with Enter (and a touch grenade button). The grenade is a glowing pale green sphere that travels toward the approaching enemies, detonates after about 0.8 seconds, displays a brief orange circular blast ring, and instantly kills zombies within about 2.6 units. The grenade count must decrease to zero and not regenerate during the run. Zombies spawn near the far/top end of the street (around z=-13 to -15), at random horizontal positions within x=-6.2 to 6.2, and walk toward the player. Prefer low-poly animated zombie character assets if available, otherwise use a simple muted green-gray capsule/block zombie fallback. Zombies should have 2 hit points: each machine-gun bullet removes one hit point, awarding 10 score when a zombie dies; a grenade kill awards 20 score. Zombies gradually track the player horizontally while advancing, with movement speed starting around 0.65 and increasing slightly with each wave. When a zombie reaches the player’s line, it attacks every 0.8 seconds for 8 HP. If one passes beyond the player, it deals 25 HP and is removed. Remove dead zombies and continue spawning. Begin with Wave 1 and spawn 8 zombies, spacing their arrivals with a short timer. Once all spawned zombies are dead, advance to the next wave; set each new wave’s quota to 8 plus three times the wave number (so Wave 2 has 14, etc.), with a brief delay before the next wave begins. The goal is to survive and clear as many waves as possible. The player starts with HP 100. End the game when HP reaches zero: stop gameplay, show a centered dark translucent game-over panel with the title “YOU FELL,” and display the final score and wave plus a RESTART button that resets HP, score, wave, grenade, enemies, and player position. Overlay a fixed HUD over the scene. At top left show a dark translucent bordered badge reading “5KZOMBIES.” At top right show a matching badge with live text in the style “WAVE 1 · SCORE 0 · HP 100 · GRENADES 1,” updating wave, score, HP, and grenade count. On initial load, place a centered translucent nearly-black instruction panel with a thin muted-green border and rounded corners: large pale green spaced title “5KZOMBIES,” subtitle “Hold the line. Clear the street.”, and hint “← → move · SPACE machine gun · ENTER grenade.” Hide this panel as soon as the player begins via keyboard or touch input. Add four bottom touch buttons: left and right movement on the lower left, a sparkle/star machine-gun button and circular grenade button on the lower right. Style the interface with compact system sans-serif text, pale green/gray lettering, dark green-black translucent surfaces, subtle borders and shadows, and responsive sizing; keep controls visible on mobile and somewhat translucent on desktop. Include a mild camera shake on grenade explosions and zombie attacks. Use a dark nearly black teal background and preserve a clean arcade presentation without extra menus or invented mechanics.