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Arcade › Dead End
Click the game above and it runs right here in your browser. No download, no installer, no account needed. William Hogwood built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dead End yet. Play it, then tell William Hogwood what you would add next.
Dead End was built by William Hogwood 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 End 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-playable 3D fixed-arena zombie shooter titled “Dead End.” Use Three.js or an equivalent 3D engine with a perspective camera positioned high above and behind the center of a rectangular arena, looking down at the floor from an angled top-down view. The arena is 44 by 28 world units: a dark nearly-black warehouse/yard floor with subtle gray painted grid lines every 4 units, scattered soft dark stains, and low chunky gray concrete walls around all four edges. Place a few brown wooden crate decorations around the perimeter and corners, including clustered crates toward the upper-left and lower-right areas. Use dark atmospheric fog, cool ambient lighting, strong directional shadows, and a restrained industrial palette. The player is a small stylized 3D survivor at the arena center: a blue jacket/torso, skin-colored head and aiming arm, dark blue pants, and a visible low-poly snub-nose revolver based on a Model 38 silhouette. The gun should have a metallic frame and cylinder, short dark barrel, brown angled grip, sight, and trigger guard. The player aims toward the mouse/pointer position projected onto the floor; rotate the survivor/gun toward that aim direction. Move with WASD or arrow keys, clamped inside the walls. On touch devices, support pointer/touch aiming and tapping to shoot, and show a Reload button. The core loop is seven sequential zombie waves. On starting, reset the player to 100 health, clear actors, equip the MODEL 38 with an 18-round magazine and 90 reserve rounds, and begin wave 1. Zombies spawn just outside random arena edges and continuously chase the player directly. Wave configurations are: wave 1 has 8 zombies (24 HP, speed about 2.2); wave 2 has 12 (28 HP, 2.35); wave 3 has 16 (34 HP, 2.55); wave 4 has 20 (42 HP, 2.75); wave 5 has 24 (50 HP, 2.95); wave 6 has 30 (58 HP, 3.1); wave 7 has 18 tough zombies (110 base HP, speed about 2.45). Spawn intervals get shorter from 0.85 seconds to 0.38 seconds. A wave ends only after all its zombies have spawned and every zombie is dead; wait about 2.2 seconds before automatically beginning the next wave. The seventh wave is the final wave and clearing it displays a win screen reading “YOU SURVIVED,” with the final kill count and a Play Again button. Use imported 3D zombie character models when available, with a simple low-poly fallback if the model cannot load. Normal zombies should be greenish with dark clothing and a compact scale; final-wave zombies should visibly be larger/bulkier and use a tougher purple/gray appearance. Zombies deal contact damage: normal contact removes 10 health, final-wave contact removes 14, with a short per-zombie damage cooldown and brief player invulnerability. If health reaches zero, stop the game and show an “OVERRUN” defeat screen stating the wave and kill count with a Retry button. Shooting is pointer-directed. Left click or tap fires one shot when the weapon cooldown permits; if the magazine is empty, begin reloading automatically. Show bright flat yellow rectangular bullet/projectile streaks traveling across the floor, a short pale yellow muzzle flash at the gun barrel, and red blood particle splats on hits and kills. The starting MODEL 38 fires one projectile per shot, does 22 damage, has a 0.17-second fire delay, 1.05-second reload, and 18-round magazine. Press R or click/tap Reload to manually reload; reload takes the weapon’s reload time and transfers rounds from reserve into the magazine. Enemies have a chance to drop pickups when killed, and scripted pickups should also be placed at the start near approximately (-7, 0) for ammo and (7, 0) for health. Pickups float/bob slightly and rotate: ammo is a yellow square, health is a red square, and weapon upgrade is a green five-sided marker. Walking within collection range immediately collects them. Ammo adds reserve rounds (capped by weapon reserve capacity); health restores 28, capped at 100. Kills also have small chances to drop ammo, health, or an upgrade, and an ammo or health pickup is spawned during the wave after every eight spawned zombies with ammo more common. Weapon upgrades are obtained in order, up to two times. The first upgrade changes the HUD weapon name to SMG, gives a 28-round magazine, 19 damage, 0.085-second fire delay, 1.25-second reload, modestly wider spread, and larger reserve capacity. The second changes it to SHOTGUN, gives an 8-round magazine, six pellets per shot, 18 damage per pellet, 0.42-second fire delay, 1.45-second reload, wider spread, and a slower projectile speed; each pellet should be a separate bright projectile with close-range spread. Preserve the current weapon and pickup effects for the remainder of the run. Overlay the game with a clean readable HUD. Across the top show a red/orange HEALTH bar, “AMMO magazine/reserve” or “RELOADING,” “WAVE current/7,” “KILLS number,” and the current weapon name. Use translucent charcoal panels with thin light borders and rounded corners. Before starting, center a dark translucent title card reading “DEAD END,” explaining “Survive 7 zombie waves in a locked warehouse yard” and that ammo, medkits, and weapon upgrades can be collected, with a yellow Start Wave 1 button. At the bottom show the controls hint “WASD/Arrows move • Mouse aims • Left click fires • R reloads.” Use crosshair cursor, no scrolling, responsive full-screen canvas, and support both desktop and touch layouts. Keep the visual style readable, sparse, shadowed, and game-like: dark grid warehouse floor, bright blue player, brown crates, colorful pickups, yellow gunfire, and red blood effects.