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Danger Zone 3D

  • 3d
  • action
  • survival
  • third-person
  • low-poly
  • mobile
  • urban
  • arcade
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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. armin khan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Danger Zone 3D yet. Play it, then tell armin khan what you would add next.

Make your own game

Danger Zone 3D was built by armin khan 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 Danger Zone 3D 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 Danger Zone 3D

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 third-person 3D action-survival game titled "Danger Zone 3D". Use a dark abandoned city district at night: deep navy sky/background with exponential fog, a large flat ground plane, a grid of wide dark roads, low-poly gray-blue rectangular buildings arranged in city blocks, sparse blue-lit windows, abandoned low-poly cars, and street lamps with small warm orange lights. Use dramatic cool moon/hemisphere lighting plus subtle warm and green point lights, shadows, and a low-poly stylized aesthetic.

The player is a blocky survivor character loaded from a Kenney-style blocky character model, viewed from behind in an over-the-shoulder/third-person camera. Start the player near the southern end of the district at approximately (0, 0, 20). Keep movement within the city bounds (roughly -31 to +31 on X and Z). Support keyboard and mobile play: WASD or a virtual joystick to move, mouse/touch dragging to look, Shift to run, Space to jump, and a prominent circular red/pink ATTACK button at bottom right. Also allow F (or the implemented alternate keyboard attack shortcut) to attack. The camera should follow the player at about 6 units distance with a perspective view.

Build the objective sequence exactly as follows. At the start, show the mission text "Find the yellow key" and the hint "Explore the abandoned district". Place a glowing yellow torus key around (10, 0.9, -20). When the player comes within about 1.5 units, hide the key, mark it collected, and change the hint to "Key secured — reach the green exit". Place a glowing green rectangular exit gate and green floor pad around (18, -20), with the gate roughly 2.6 wide by 3 high. Once the player with the key comes within about 4 units of the exit, activate the boss encounter, change the hint to "The Night Warden is here — defeat it!", and change the mission to "Defeat the Night Warden". The player must kill the boss and then return within about 4 units of the green exit to complete the mission. On completion display a full-screen dark overlay with "MISSION COMPLETE" and the message "You escaped Danger Zone 3D with [coin count] coins." plus a PLAY AGAIN button. If the player reaches zero HP first, display "MISSION FAILED" and "The city swallowed you. Try a faster route, collect coins and keep moving." with the same restart option.

Scatter exactly seven rotating gold coin pickups at positions corresponding to (-12,-12), (-4,-20), (4,12), (12,-4), (20,4), (0,-12), and (-20,4), at about y=0.65. Collect one when within about 1.2 units; hide it and increment the coin counter. Display the HUD counter as "Coins: 0 · Enemies: 5" initially, updating both values as appropriate.

Spawn five patrol enemies based on the same blocky character model, scaled slightly smaller and tinted dark muted purple/burgundy. Place them at approximately (-18,-18), (-18,18), (18,10), (10,18), and (-10,-4). The first four have 24 HP; the fifth is the Night Warden boss with 45 HP. Enemies patrol toward changing random waypoints in the city. If an enemy comes within 10 units of the player it chases; it stops chasing and resumes patrol beyond 15 units. Normal enemies chase at about 1.75 units/sec and damage the player for 6 HP roughly every 1.45 seconds when within 2.1 units. The Night Warden chases at about 2.2 units/sec and deals 14 HP roughly every 1.1 seconds. The boss is present in the enemy roster from the beginning, but the boss encounter is activated when the keyed player reaches the exit; at that point ensure the Warden actively chases. Enemies should disappear when killed. The player's melee attack has a 480 ms cooldown and reaches enemies within 3 units, dealing 18 damage per attack. The attack should work from the on-screen ATTACK button and keyboard shortcut. Show a boss HUD bar labeled "BOSS — NIGHT WARDEN" near the bottom center only while the encounter is active and the boss is alive.

Create a fixed glassy translucent HUD over the game. At top left show a rounded panel labeled "SURVIVOR HP", a horizontal health bar with a red-to-yellow gradient, and numeric text such as "100 / 100". At top right show a rounded panel labeled "MISSION", the current bold objective, and the gold coin/enemy counter. Near the upper center show the rounded hint panel. At bottom left show the control legend: "Move: joystick / WASD · Look: drag / mouse · Run: Shift · Jump: Space". Use a dark navy/black translucent interface with thin blue-gray borders, pale blue-gray labels, white objective text, gold accents, and a large red/pink gradient attack button. On initial load, put up a centered translucent start card titled "DANGER ZONE 3D" with ZONE highlighted yellow, explanatory text about searching for the key, collecting coins, surviving patrols, defeating the Night Warden, and escaping through the green gate, plus a yellow "START MISSION" button. Do not begin player/enemy updates until that button is pressed.

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