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City Escape

  • 2.5d
  • platformer
  • survival-horror
  • zombies
  • action
  • browser-game
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. rufus.walls built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about City Escape yet. Play it, then tell rufus.walls what you would add next.

Make your own game

City Escape was built by rufus.walls 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 City Escape 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 City Escape

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 “City Escape,” an original low-poly 2.5D survival-horror platformer (not a remake and using no external game assets). Render it in Three.js or an equivalent 3D engine with a side-on perspective camera that follows the player horizontally, looks slightly downward, and has a small depth angle. Keep gameplay constrained to the x/y plane with z fixed near 0, while using 3D meshes, lighting, fog, and billboard sprites for visual depth.

Scene and mood: use a very dark foggy night palette: near-black blue background, exponential blue-black fog, cool hemisphere/directional lighting, and a flat-shaded/low-poly ruined-city street feeling. The ground is a very large dark street plane with subtle repeating transverse road stripes. Add simple streetlamps at x positions approximately -14, -2, 12, 24, and 32: thin dark poles, short horizontal arms, warm pale-yellow bulbs, and small warm point lights. Keep the setting sparse and atmospheric rather than detailed.

Build one horizontal traversal level. The player starts on the left at approximately x=-16, standing on a wide ground platform centered at x=-18, y=0.3, width 14. Continue the street with ground platforms centered at x=-4 and x=10, each width 12. Add elevated ledges: one centered around x=2, y=3.0, width 6; one around x=18, y=2.1, width 7; and one around x=28, y=4.3, width 6. Platforms are dark blue-gray rectangular blocks with depth around 3.2 and thickness around 0.6. The exit is at x=36 on the final route, at ground level.

Player: represent the survivor as a simple original low-poly character, with a blue capsule-like body, dark spherical head, and a small dark pistol mesh held to the facing side. Start at approximately (-16, 1.1, 0), with a 1.6-unit height and about 0.45 collision radius. The player can run left/right, jump with gravity, and land on platforms from above. Movement speed is about 7.2, jump velocity about 8.8, gravity about 22.5, with reduced air control. Flip the character and pistol visually when changing direction. Falling below y=-10 causes lethal damage.

Controls and interaction: A moves left, D moves right, W or Space jumps, mouse aims, left mouse shoots, R reloads, E interacts/picks up items/opens the exit, I uses a medkit, and Escape pauses. Support a pause overlay with Resume and Restart buttons; clicking the canvas can resume. Restart resets the entire level, player position, health, inventory, enemies, and pickups.

Combat: make the pistol hitscan and semi-automatic, firing at roughly one shot every 0.14 seconds while left mouse is held. Aim from the pistol toward the mouse position projected onto the z=0 gameplay plane. A shot consumes one round, and a ray/sphere-style test damages the closest enemy along that direction. The magazine holds 12 rounds and starts full, with 36 reserve rounds. Reload takes about 0.75 seconds, fills the magazine from reserve, and cannot start if the magazine is full or reserve is empty. Empty-fire should give a dry sound. Use simple original synth/noise audio stingers for firing, hitting, reloading, jumping, pickups, taking damage, healing, death, and victory; initialize audio after the first click or key press.

Enemies: place four original billboard zombie silhouettes with faint green glow/eyes, each with 3 HP. Put them at approximately (-10, y=0.3) patrolling from x=-16 to -6; (6, y=3.0) patrolling from x=-0.5 to 4.5; (18, y=0.3) patrolling from x=12 to 22; and (28, y=4.3) patrolling from x=25 to 31. Their sprites should be dark human-like silhouettes with head, torso, arms, legs, and tiny pale green eyes. They patrol at about 1.6 speed, become aggro when the player is within about 6.5 horizontal and 2.2 vertical units, and chase at up to about 3.2 speed. When touching the player, deal 12 damage and apply horizontal knockback plus an upward bump. Dead enemies disappear. Shooting causes a brief hit flash/opacity change and three hits kill an enemy.

Pickups and goal: add two floating/bobbing ammo-box billboard pickups, at approximately (-1, 0.3) and (16.5, 2.1). Each collected with E adds 12 reserve rounds. Add one floating green medical-can pickup with a white cross at approximately (10, 0.3); E adds one medkit. Start with one medkit. Pressing I consumes a medkit only when health is below 100 and restores 45 health, capped at 100. Near a pickup or the exit, show an “E — interact” hint below the centered crosshair. Place an original billboard exit door at approximately (36, 0.3), dark gray with a lighter frame and small yellow handle. Near it, pressing E wins the game, pauses gameplay, and shows “Escaped” with a restart option. If health reaches zero, pause and show “You died” with a restart option.

HUD: overlay the game with a clean dark translucent glass-like UI. Top-left panel says “CITY ESCAPE” and initially/status text such as “Survive — reach the door.” Top-right panel displays HP, AMMO as magazine/reserve (initially 12 / 36), and MED count with “(I to use).” Center the crosshair as a small pale circular ring. Bottom-left show a Controls panel: “A/D move · W/Space jump · Mouse aim · LMB shoot · R reload · E interact · I use med · Esc pause,” plus a subdued note that this is an original survival-horror prototype, not a remake. Use pale gray-blue text, rounded dark panels, subtle borders, and no minimap or score counter.

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