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Dead Grid

  • 3d
  • top-down
  • shooter
  • survival
  • zombies
  • roguelike
  • arcade
  • pixel-art
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 Grid yet. Play it, then tell zdixon321 what you would add next.

Make your own game

Dead Grid 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 Grid 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 Grid

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.

Rebuild a playable browser game titled “Dead Grid” as a top-down Three.js survival shooter. Use an orthographic camera looking straight down at a large rectangular walled arena (about 72 by 48 world units), with a dark nearly black-green background, alternating 4x4 checkerboard floor tiles in muted charcoal/green, low block walls around all four edges, and sparse flat dark crack/debris marks on the floor. Keep the camera mostly centered on the player with only slight positional follow and occasional screen shake from shots and impacts. The visual style should be chunky primitive low-poly/pixel-block retro 32-bit arcade: no textures required, use box geometry, hard silhouettes, a dark survival palette, and flat/low-detail lighting. The player is a small bright green blocky humanoid/vehicle-like figure near the center, with a darker green head/top block and a short pale rectangular gun barrel. The player rotates so the barrel points in the current movement direction; WASD and arrow keys move, and if the player stops, the last movement direction remains the aim direction. Clamp movement inside the arena walls. Also support pointer/touch input for mobile firing and show two touch fire pads at the lower right.

Core loop: after starting, zombies continuously spawn just outside the arena edges and walk directly toward the player. Normal zombies are chunky green block creatures with a darker head and two small pale glowing eyes. They collide/bite at close range on a cooldown, dealing damage and causing blood particles and screen shake. The player begins at 100 HP and survives as long as possible. Each zombie kill adds 10 score. Every exact 120-point score threshold advances the wave; display score, HP, and wave prominently. The normal target population and spawn interval become more intense with wave number. On waves divisible by 5 after wave 1, spawn a large orange-brown brute/boss with a dark head, enlarged block model, a visible red health bar floating above it, higher health and slam damage, and a large score reward (120 on regular boss waves). Defeating any boss restores the player to full HP. Display boss-wave messaging and make impacts/shots briefly shake the camera. Starting at wave 200, remove normal zombies and spawn only giant brutes; show a “BRUTES” wave indicator, use escalating brute health/speed, and make all upgrade rolls Legendary.

Controls and weapons: J fires the current primary weapon in the movement/last-movement direction; K fires a secondary attack. The default primary is a Pistol: one pale yellow block bullet, moderate fire cooldown, low damage. The default secondary is Wide Spread: five orange projectiles in a broad fan with a longer cooldown. Bullets are small rectangular blocks, travel forward, expire after a short lifetime or at the arena boundary, and make hit blood particles and a brief hit flash. Support P to pause and R to restart after game over. If the current primary is an SMG, holding J repeatedly fires automatically; touch/mobile J and K buttons should work as fire controls. The HUD should have small outlined dark translucent panels in a monospace pixel/terminal style: title “Dead Grid,” movement instructions, “Gun follows movement,” J/K weapon labels, Score, HP, Wave, Weapon, and Starter. At the bottom center show a bordered status message such as “J Pistol ready • K spread ready,” changing for shots, damage, waves, bosses, upgrades, and game over. Put mobile J and K pads at lower right, with pale green J styling and amber K styling.

Before each run, pause on a centered dark modal titled “Choose starter” with subtitle “Pick your run bonus before the horde starts.” Offer three buttons: Medic Charm (regenerate 10 HP every wave), Boomerang Trio (three slow orbiting blue low-damage boomerang/block blades around the player), and Mutation Engine (open the upgrade choice every wave). The chosen starter appears in the HUD. Medic Charm heals up to 10 HP after every wave and has a hidden achievement: if the player remains truly still for 10 seconds, unlock primary DO0M BR1NG3R, a very fast automatic high-damage ray-colored pistol, and cap future upgrade rarities to Common or Rare. Boomerang Trio continuously orbits the player and damages nearby enemies. If the player chooses damage for every upgrade round for at least the first three rounds, transform it into a constant circle shield of 18 rapidly orbiting segments with 25x boomerang damage. Mutation Engine opens the upgrade picker after every wave rather than every third wave. Track its primary/secondary weapon use and hits received; if the player has at least 1 speed, 1 damage, and 1 fire-rate upgrade, has used only K/secondary shots and has been hit no more than five times, trigger Mutation Rift: grant huge stat boosts (damage +60, fire rate +35, speed +35 and player movement speed +42), jump to wave 199, purge regular enemies, and show a dramatic power-surge message.

After every third wave for ordinary starters, pause gameplay and show a centered “Choose an upgrade” modal. Present Fire Rate, Damage, and Speed choices, with one randomly rolled rarity per choice: Common, Rare, Epic, or Legendary, each visibly styled with different pale green, blue, purple, or gold borders/backgrounds. Rarity power levels are Common +1, Rare +2, Epic +3, Legendary +5. Fire Rate reduces J/K cooldowns; Damage increases all projectile damage; Speed increases player movement speed. Show the actual rolled description on each button, and wait until one is selected. Every five waves also randomly swap the ordinary primary weapon to either a slow high-damage Sniper or a low-damage full-auto SMG, unless a secret weapon overrides it. Sniper has slow cooldown and high damage; SMG has very short cooldown, low damage, and automatic fire while J is held. Track upgrade history. If the first three upgrade choices are all Fire Rate, unlock the J-button Ray Shotgun: a cyan ray-colored 13-projectile fan with high spread, and display an easter-egg message. On the starter screen, typing U unlocks a U-code loadout without choosing a normal starter: set J to DO0M BR1NG3R and K to Ray Gun; Ray Gun fires a three-projectile cyan burst. At wave 200 and later all upgrade options are Legendary.

Use simple box meshes and materials: floor colors around #182321 and #111a18, walls around #263536, player bright green, zombies olive green, brutes orange/brown, bullets pale yellow/orange/cyan, blood dark red, and pale yellow eye/muzzle flashes. Add short-lived rectangular blood particles, muzzle flash blocks, hit flashes, and camera shake, but retain the uncluttered dark grid appearance. Include a game-over state showing “Game over — score [number]. Press R to restart.” Restart must reset score, wave, enemies, weapons, starter, upgrades, unlocks, health, and player position, then reopen starter selection. Ensure the game is genuinely playable and responsive on desktop and mobile, with UI overlays pausing simulation while starter/upgrade menus are open.

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