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Arcade › Dead Brand

Dead Brand

  • 3d
  • top-down
  • zombie-shooter
  • arena
  • wave-survival
  • action
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. zdixon321 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dead Brand yet. Play it, then tell zdixon321 what you would add next.

Make your own game

Dead Brand was built by zdixon321 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 Dead Brand 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 Dead Brand

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-playable top-down 3D zombie shooter arena titled “Dead Brand.” Use Three.js with a perspective camera looking down from above at the player, following the player across a large square dark green-gray arena. The ground should be a flat 70x70 plane with a subtle square grid, fog, perimeter walls, directional shadows, and a few scattered low-poly props: wooden crates and barrels. Use a clean stylized low-poly/toon-shooter look with muted dark industrial colors and bright emissive projectile/effect colors. Load or approximate low-poly zombie, shotgun, turret, barrel, and crate models; the player is a small bright green capsule-like survivor with a pale glowing visor and a visible gun aimed in the facing direction.

Core loop: the player survives continuously escalating waves of zombies, shoots them, reloads, changes weapons, and earns score. Start at the arena center with 100 HP, score 0, wave 1. Zombies spawn from the arena edges, pursue the player directly, animate while walking, and damage the player on close contact; each hit takes 11 HP with a short invulnerability interval. Zombies begin with 42 HP plus 8 per wave and move at roughly 2.0–2.55 speed, increasing slightly by wave. Maintain up to min(10 + wave*2, 34) active zombies, spawning about every 1.25 seconds with faster spawning at later waves. Advance the wave after 12 kills in that wave or 42 seconds. Killing zombies awards 10 + current wave score and shows brief floating “+” text; taking damage shows “-HP.” When HP reaches zero, stop gameplay and show a centered “GAME OVER” message with “Press Enter or tap Fire to restart”; Enter or the mobile Fire button resets the game.

Controls: on desktop, WASD or arrow keys move, mouse position aims onto the arena plane, and holding the mouse button fires continuously. R reloads. Number keys 1 through 7 switch weapons. On touch devices show a virtual left joystick for movement, a red circular FIRE button, and a blue RELOAD button; tapping weapon buttons switches guns. Clamp player movement inside approximately -32 to +32 on both axes. The camera should stay at about (player x, 25, player z + 12), looking at the player.

Implement seven weapons with independent ammo, cooldown, magazine size, fire rate, spread, damage, projectile speed, and reload behavior. Display weapon 1 by default:
1. Tediora Pivot Rifle: medium damage, 17 damage, 8.5 shots/sec, 24-round magazine, 2 sec reload, narrow spread; while reloading, spawn a helper turret at the player’s position lasting 5 seconds. Show description “Medium damage. Reload drops a 5 second helper turret.”
2. Tediora Scatterline: shotgun, 9 damage per pellet, 1.8 shots/sec, 6-round magazine, 2.5 sec reload, 7 pellets with wide spread; every reload also creates the 5-second helper turret.
3. Archon Hell Repeater: 28 damage, 13 shots/sec, 34-round magazine, 5 sec reload, moderate spread.
4. Archon Piercer: 80 damage, 1.6 shots/sec, 5-round magazine, 5.4 sec reload, very narrow spread, projectile pierces up to 3 zombies.
5. Elementian Frostbite: 14 damage, 5 shots/sec, 18-round magazine, 2.9 sec reload; frost hits slow a zombie to 45% speed for 2.2 sec, with cyan projectile/effect coloring.
6. Elementian Embercoil: 10 damage, 6.5 shots/sec, 22-round magazine, 3.1 sec reload; flame hits apply a 3.2-second burn dealing 5.5 damage per second, with orange projectiles and a warm hit glow.
7. Elementian Arc Fork: 18 damage, 3.4 shots/sec, 12-round magazine, 3.3 sec reload; each hit chains about 48% of the shot damage to the nearest other zombie within 4.8 units and briefly draws a purple beam between them.

Projectiles should be small glowing spheres colored according to weapon element (cyan frost, orange flame, purple arc, pale yellow normal, gold turret shots), travel across the arena, expire after about 1.8 seconds or at the arena boundary, and collide with zombies. Holding fire should respect fire cooldown and automatically begin reload when a magazine reaches zero; reloading fills the magazine when its timer ends. Tediora reload turrets should use a visible low-poly turret model or a gold fallback, automatically target the nearest zombie within 12 units, rotate toward it, and fire about 5.5 times/sec for turret damage based on the source gun (at least 8, roughly 55% of source damage). Remove turrets after 5 seconds and show “TURRET!” floating text.

HUD: overlay the game with translucent black rounded panels. In the upper-left show the active full weapon name in its manufacturer color, ammo/reload status, a weapon description, a horizontal ammo bar, and “Score 0 • Wave 1 • HP 100 • Turrets 0” style status text. In the upper-right show desktop help text: “WASD / arrows move,” “Mouse aims • hold click shoots,” and “R reload • 1-6 switch guns” (the implementation has seven weapons, so make the displayed switching hint cover all seven if desired). Along the bottom-left show seven rounded weapon selection buttons labeled compactly like “1 T-Rifle,” “2 T-Scatterline,” “3 A-Repeater,” “4 A-Piercer,” “5 E-Frostbite,” “6 E-Embercoil,” and “7 E-Fork,” with manufacturer-colored bottom borders and a highlighted active button. Hide desktop help and show touch controls on coarse pointers. Add brief floating damage/status text and wave announcements near the player. Use a dark #151a1d background, subtle fog, shadows, and responsive full-window canvas rendering.

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