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Arcade › Dead Frontier West
Click the game above and it runs right here in your browser. No download, no installer, no account needed. TJ Bryan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dead Frontier West yet. Play it, then tell TJ Bryan what you would add next.
Dead Frontier West was built by TJ Bryan 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 Frontier West 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 playable third-person/top-down 3D arcade survival shooter titled “Dead Frontier West.” Set the scene in a compact dusty western frontier town at sunset: an orange-brown ground plane with atmospheric fog, a dark circular boundary ring around the arena, three simple saloon-like rectangular buildings with flat dark roofs, several wooden rail fences, four green cacti around the perimeter, and a small glowing campfire with crossed logs near the center. Use a warm stylized low-poly aesthetic with strong soft shadows, amber lighting, and occasional dust puffs. Keep the arena tight and readable, with a circular playable radius of roughly 40 world units and collision against buildings, fences, cacti, and the campfire. The player is a lone gunslinger represented by a stylized low-poly humanoid: dark coat, brown shirt, reddish-brown poncho, exposed face, and a wide-brim black cowboy hat. Place the player near the lower side of the arena. Use a perspective camera elevated behind and above the player, following smoothly while looking toward the character and the street ahead. Include a small circular crosshair fixed at screen center. The core loop is wave-based survival. Begin immediately with wave 1 containing 6 zombies. When all zombies in a wave are killed, show a brief “Wave cleared” message, then after about 2.4 seconds spawn the next wave with 4 + (wave number × 2) zombies, so later waves grow larger. Zombies spawn around the outside ring, chase the player directly, avoid/push away from scenery, wobble as they move, and deal contact damage on a cooldown when within about 1.75 units. Their speed increases slightly each wave and their health is 2 + floor(wave / 2), requiring multiple revolver hits. Model them as green, low-poly undead humanoids with gray clothing, pale green heads, and small glowing orange eyes. A zombie kill awards 25 bounty points and creates a brief colored dust burst. Give the gunslinger a six-shot revolver. Fire with Space or F on desktop, or a large FIRE touch button on mobile. Each shot consumes one round, creates a visible glowing yellow-orange projectile and muzzle dust/light, has a short 0.26-second firing cooldown, and automatically aims at the nearest zombie within 20 units so the game is easy to operate on phones. Projectiles travel quickly across the arena, expire after about 1.1 seconds or outside the arena, and damage a zombie by one health point on collision. When ammunition reaches zero, impose roughly 1.15 seconds of reload downtime, display “Reloading...” messaging, then refill to 6; firing while empty should also start the reload. Holding fire should continue firing at the cooldown rate. Add a DODGE button and Shift keyboard control: dash in the current movement direction, or the facing direction if stationary, with a strong burst of speed, a 1.3-second cooldown, and a dust effect, intended to escape surrounded zombies. Movement should support WASD and arrow keys plus an on-screen four-direction D-pad. Use responsive acceleration, friction, a maximum normal movement speed around 8.4, and prevent leaving the circular boundary or entering scenery. The player should face the movement/aim direction and have a subtle running bob. Zombies should be able to surround the player. Contact damage is about 10 plus a small wave-based increase, with a short player damage cooldown and a brief red/orange hit flash. Include passive health regeneration: slowly restore health toward 100 during survival. On reaching zero health, stop normal play and show a game-over message with the final bounty; the player should be able to restart instantly with the RESTART button or R, resetting to wave 1, 100 health, 6 ammo, zero bounty, zero survival time, and the starting position. Build a clear responsive HUD over the game. Across the top, use translucent dark brown rounded panels with warm cream text and thin golden borders. Show HEALTH and AMMO, WAVE and ZOMBIES remaining, and BOUNTY and SURVIVAL time in seconds. Show a centered status/message panel beneath them for announcements such as “Wave 1 hit town — 6 zombies in the dust,” reloading, wave cleared, and game over. At the upper right show control instructions: “Move: WASD / arrows / D-pad; Fire: Space or FIRE — auto-aims nearest zombie; Dash: Shift or DODGE.” Along the bottom, show a large four-button directional D-pad on the left with triangular arrow icons, and vertically stacked FIRE (red), DODGE (gold/brown), and RESTART (blue-gray) buttons on the right. Make all touch controls use press-and-hold behavior, prevent scrolling, and support desktop keyboard input. The game should continuously render with responsive resizing and should feel like a focused, replayable western zombie wave-defense slice, without adding horses, loot, objectives, enemy varieties, or other features not described here.