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Arcade › Blackout Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Moses Okon built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blackout Run yet. Play it, then tell Moses Okon what you would add next.
Blackout Run was built by Moses Okon 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 Blackout Run 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 browser-based 2D top-down survival shooter titled “Blackout Run,” built on a full-screen HTML canvas with a dark, minimal neon-industrial visual style. The game should begin with a centered modal overlay over the dark playfield: a rounded dark navy card with a thin slate border and shadow, large spaced white title “BLACKOUT RUN,” text explaining “Survive the dark. Your flashlight reveals only a narrow cone, and every bullet counts.” and “12 rounds. Scavenge glowing ammo crates between waves.”, plus an amber “START SURVIVAL” button. On game over, reuse the modal with a “RESTART” button and text reporting the wave reached and score. Gameplay is a top-down arena filling the viewport. Use a nearly black blue-gray background (#0b1117) with a subtle 48-pixel grid beginning below the top HUD area. The player is a small white circular survivor at the center/arena, radius about 14 pixels, with a short amber rectangular gun barrel pointing toward the aim direction. Move with WASD or arrow keys at approximately 190 pixels per second, clamped inside the arena (roughly 24px side margins and a 50px top margin). Aim with the mouse/pointer; the player rotates to face the cursor. On touch/mobile, retain pointer aiming and provide a circular amber-outlined “FIRE” button in the bottom-right; hide that button on fine mouse devices. Also allow Space to fire. The defining mechanic is darkness: after drawing the arena, entities, player, and effects, cover the entire screen with a very opaque black overlay (about 84%). Cut out a small circular reveal around the player (about 44px radius) and a forward-facing flashlight cone extending about 330px, with a narrow width around 0.72π radians, centered on the player’s aim direction. Add a very subtle warm yellow translucent fill over the cone. Enemies, crates, bullets, and hazards outside this cone should be hidden by the darkness, while anything in the cone is revealed. Keep the HUD and modal UI visible above this canvas overlay. The player starts each run with 100 HP, 12/12 ammunition, and score 0. A shot consumes one round, has a roughly 0.22-second cooldown, creates a small yellow muzzle particle burst, and fires a small pale-yellow projectile from the gun at about 620px/sec in the aim direction. Projectiles expire after about 0.8 seconds or when leaving the arena. Clicking/pointer-down fires once; do not require an automatic continuous-fire mechanic. If ammunition reaches zero, firing does nothing. Bullets can hit zombies, reduce their HP, flash them pink briefly, and create red hit particles. Spawn simple red circular zombie enemies from just outside one of the four arena edges. At wave 1 initially create 6 zombies (4 + 2 per wave), then continuously spawn more on a timer; make the timer roughly 2.2 seconds initially, decreasing modestly with wave but never below about 0.7 seconds. Zombies have radius about 15–19px, move directly toward the player at roughly 38 + 4 per wave plus a random 0–18px/sec, and have 1 HP initially, increasing by one every three waves. Render them as dark-red circles with two small dark eyes and a pale rectangular mouth; briefly tint a damaged zombie light pink. When a zombie touches the player, deal 12 damage, grant about 0.65 seconds of invulnerability, and show a red particle burst. End the run when HP reaches zero. Each zombie kill gives 100 points. Track kills toward wave progression; when kills reach 7 times the current wave, advance to the next wave, reset the wave kill counter, add 3 ammunition up to the 12-round maximum, and seed the new wave with 4 + 2×wave zombies. Starting at wave 2, place one collectible glowing cyan ammo crate at a random location with at least about 80px side and 90px top/bottom-safe margins. Render crates as small dark-cyan squares with bright cyan outlines and a plus-sign marking. When the player comes within the player/crate radii plus a small pickup margin, collect the crate, refill 4 rounds up to 12, and emit cyan particles. There is no reload action beyond pickups and the between-wave bonus. Use small square particle bursts for muzzle flashes, zombie hits/deaths, player damage, and crate pickups, with particles drifting and fading quickly. Display a fixed HUD above the canvas: top-left a dark translucent rounded pill showing “HP [current] · AMMO [current]/12 · SCORE [score]”; top-right a matching pill showing “WAVE [number]”. Center near the top, show small muted instructional text: “WASD / arrows move · mouse aims · click shoots · flashlight reveals danger”. Keep the UI dark, restrained, and readable with system sans-serif type, slate borders, white/light gray text, and amber controls. The game goal is simply to survive increasingly populated waves and maximize score in the blackout arena; do not add weapons, power-ups, story scenes, or mechanics beyond those described.