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Arcade › Apocalypse Zero
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Apocalypse Zero was built by anas el kaddari 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 Apocalypse Zero 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 first-person 3D survival-shooter called “Apocalypse Zero: The Last Human.” Set the game in Sector 01, an abandoned hospital represented by a dark, enclosed 34-by-34 meter blockout: a concrete-like floor, four perimeter walls, several large dark ward blocks, a nurse station, a collapsed hall obstacle, pillars, and a dark blood stain on the floor. Use a very dark blue-black post-apocalyptic visual style with fog, muted gray-green hospital geometry, strong silhouettes, and minimal lighting. The camera is a first-person perspective with a 72-degree field of view. Use atmospheric exponential fog and dim cool hemisphere/directional light. The player carries a small lit candle that appears near the camera and provides a warm, flickering orange point light; the candle flame visibly flickers, and pressing C or the on-screen CANDLE button toggles it off and on. The player starts near the southern side of the hospital and must survive while finding a way out; the initial objective text is “OBJECTIVE // Find a way out of the hospital.” Implement FPS movement with keyboard/mouse controls, WASD-style movement, camera look, jumping with Space through the FPS controller, and touch-friendly on-screen controls. The player has a centered minimalist white plus-shaped crosshair. The player can fire a gun with Space or the FIRE button. Start with 8 rounds loaded and 32 reserve rounds. Shooting has a short fire-rate cooldown, consumes one loaded round, and raycasts from the crosshair into the scene. Reload with R or RELOAD; refill the magazine up to 8 rounds from reserve. Place five infected zombie enemies around the hospital. They use animated humanoid zombie models and begin idle; when the player comes within 18 meters they turn toward and pursue the player. Normal infected walk at about 1.15 meters/second, and support runner/heavy variants in the enemy logic even if the initial placements are normal. Zombies attack when within roughly 1.55 meters, dealing 8 health damage every 1.2 seconds and playing a punch animation. Each normal zombie has 70 hit points; each successful shot deals 42 damage, triggers a hit reaction, and two hits kill it. Dead zombies stop pursuing and play a death animation. Killing one awards 100 score. Add three searchable supply barrels placed throughout the hospital and an emergency axe pickup. When the player is within 2.3 meters of an interactable, show a small centered prompt: “[E] SEARCH SUPPLIES” for a barrel or “[E] TAKE AXE” for the axe. Interact with E or the SEARCH button. Searching a barrel adds 10 reserve ammunition, awards 25 score, makes the barrel disappear, and changes the objective to “Search the ward, then reach the eastern exit.” Taking the axe awards 50 score, hides the axe, and changes the objective to “The axe may help if the gun runs dry.” Do not invent a melee attack for the axe; in the shown mechanics it is only a pickup/objective event. Include a static survivor ally character near the western/southern area, facing into the scene with an idle gun animation; it is scenery and has no interaction behavior. Display a fixed HUD over the game. At the top left show a bordered translucent panel reading “SECTOR 01 // ABANDONED HOSPITAL.” At the top right show HP, STAM, and AMMO with numeric values and thin horizontal bars: HP begins at 100 with a muted red bar, stamina begins at 100 with a gold bar, and ammo reads “8 / 32” with a blue-gray bar based on the eight-round magazine. Moving drains stamina at 8 per second and standing still regenerates it at 18 per second, without adding a sprint feature beyond the movement controller. At lower left show the bordered objective panel. At lower right show four touch buttons labeled FIRE, RELOAD, CANDLE, and SEARCH; make them translucent dark rectangular buttons with thin pale borders and rounded corners. Keep the controls usable on mobile by wiring these buttons to the same actions as the keyboard controls. Use a restrained UI palette of cool gray-white text, red health, ochre stamina, and blue-gray ammo. Track health, stamina, hunger, thirst, infection, ammunition, reserve ammunition, candle state, score, and game-over state internally, but only expose the visible HP, STAM, AMMO, objective, crosshair, interaction hint, and score effects described above. If health reaches zero, stop normal play and replace the objective with “YOU DIED // Refresh to retry this sector” in a danger red color. Use shadowed low-poly/kit-style 3D assets for zombies, the survivor, barrels, and axe, with dim directional shadows and a gloomy, nearly black presentation matching the reference screenshot. Ensure collisions prevent walking through the floor, outer walls, and major hospital block obstacles.