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Coin Dead

  • 3d
  • top-down-shooter
  • zombie
  • mobile
  • arcade
  • survival
  • low-poly
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. Meegan Thompson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Coin Dead yet. Play it, then tell Meegan Thompson what you would add next.

Make your own game

Coin Dead was built by Meegan Thompson 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 Coin Dead 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 Coin Dead

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 mobile-friendly 3D top-down zombie survival shooter titled “Coin Dead.” Use Three.js or an equivalent real-time 3D engine with a perspective camera positioned high above and behind the player (about 16 units up and 15 units behind), looking toward the player and slightly forward. The player stays in a circular outdoor arena and is represented by a simple bright cyan/blue capsule-like survivor with a dark visor and a small sci-fi rifle. The visual style is low-poly, clean, and game-like: a dark desaturated green ground, soft fog and moody blue-gray sky/background, warm directional sunlight, crisp shadows, scattered brown wooden crates and dark metal barrels, and a tiled cracked-street/apocalypse road asset across the arena. Add a visible brown ring around the arena, while also enforcing an invisible circular collision barrier so the player and enemies cannot leave the play area. The arena radius should be roughly 40 world units.

Core loop: begin with 0 coins, 100 HP, a Pistol equipped, and six normal zombies spawned around the player at a distance. Zombies continuously spawn from around the outer arena, with the maximum active population starting at 7 and increasing by one every eight kills up to 21. Regular spawns have a 20% chance to be golden. Zombies use an animated humanoid zombie model with a walking animation, chase the player directly, stay within the circular boundary, and damage the player on contact. Normal zombies have 100 HP, speed 2.15, collision radius about 0.62, deal 12 damage per second, and reward 
00. Golden zombies are visibly larger and glow warm gold, have 300 HP, speed 1.45, radius about 0.88, deal 19 damage per second, and reward
,000. Every 20 total kills, spawn one special diamond zombie. It should be larger still, glow cyan/diamond-blue, have 600 HP, speed 1.2, radius about 1.02, deal 22 damage per second, and reward
,000. On death, remove the zombie, add its reward, increment kills, show floating reward text such as “+
00,” and emit a burst of spinning floating coin-like particles; use more particles for golden and diamond zombies. At each twentieth kill, also show “DIAMOND ZOMBIE!” in cyan. Movement and shooting: support WASD and arrow keys plus a large virtual joystick at the lower-left on touch devices. Movement speed is about 7.2, normalized for diagonal movement. The survivor’s facing direction follows the movement direction; if stationary, retain the last facing direction. Shooting has no aim assist: bullets fire exactly in the direction the player is facing, even though a white crosshair is fixed at the center of the screen. Support holding the large circular FIRE button at lower-right, holding Space, or holding/tapping the game canvas/mouse. Fire visible colored bullet tracers in the facing direction, with short-lived muzzle flashes and floating damage numbers on hit. Bullets travel quickly, expire at their weapon’s range, and hit the first zombie they intersect. Implement these five weapons and a paused shop opened by the upper-right SHOP button or the B key. The Pistol is free and starts owned: 22.5 damage, 2.6 shots/sec, one projectile, 0.025 spread, range 34, 12-round magazine, 1.05-second reload. The Shotgun costs
0,000: 21.6 damage per pellet, 1.05 shots/sec, seven pellets per shot, 0.17 spread, range 22, six-round magazine, 1.55-second reload. The SMG costs
0,000: 16.2 damage, 9.5 shots/sec, one projectile, 0.055 spread, range 31, 30-round magazine, 1.25-second reload. The Mini Gun costs $50,000: 14.4 damage, 18 shots/sec, one projectile, 0.08 spread, range 34, 80-round magazine, 2.15-second reload. The King Gun costs
00,000: 139.5 damage, 4 shots/sec, three projectiles, 0.035 spread, range 48, 20-round magazine, 1.8-second reload. Preserve separate ammunition for each gun. Automatically begin reloading when a magazine reaches zero, and allow reload with R or a visible RELOAD button when ammo is below full. Show reload percentage while reloading and refill the magazine when the timer completes. Each gun should have a clearly distinct projectile color and firing sound pitch/volume; shotgun and King Gun can have a small secondary sound echo. Play a light impact sound on zombie hits and a click-like sound for reloads, unlocking audio on the first user interaction. HUD/UI: overlay the game without blocking the 3D view. At the top-left/top bar show dark translucent rounded pills for coins (initially “$0”), equipped gun (“Pistol”), ammo such as “Ammo 12/12,” and health such as “HP 100.” Put a gold/orange SHOP button at the upper-right. Include a short translucent instructional hint near the upper-left explaining joystick/WASD movement, holding FIRE, and reloading. Place a thin white plus-shaped crosshair at screen center. At bottom-left show a translucent circular joystick with a white draggable inner knob. At bottom-right show a large glossy red/orange circular FIRE button with bold white text, and a smaller blue RELOAD button just above/left of it. Make the controls touch-friendly and prevent page scrolling. The shop should pause gameplay and display a dark translucent full-screen backdrop with a centered rounded dark panel titled “Gun Shop,” a close button, current coins, and cards for all five guns. Each card shows the weapon name and concise stats (pellets or shots/sec, damage, magazine size, reload time) and has BUY, EQUIP, or EQUIPPED state. Buying subtracts the exact cost and makes the weapon owned; equipping changes the HUD weapon and uses that gun’s stored magazine. If the player’s HP reaches zero, pause the game and show a dark overlay with the title “Overrun!”, text explaining that zombies got the player and coins are retained, plus a green TRY AGAIN/RESTART button. Restart should clear zombies, bullets, effects, and reload state, reset the player to the center with 100 HP and fresh magazines, preserve the normal starting pistol/coin progression behavior as implemented, hide the game-over overlay, and spawn six zombies again. Add soft shadows, floating damage/reward text, muzzle flashes, animated zombie movement, fog, and responsive resizing so the result matches the illustrated low-poly mobile shooter presentation.

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