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Dead Light

  • 3d
  • top-down
  • zombie
  • survival
  • shooter
  • wave-based
  • horror
  • arcade
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. kuakuapizza built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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

Make your own game

Dead Light was built by kuakuapizza 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 Light 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 Light

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 dark 3D top-down zombie survival shooter titled “Dead Light.” Use Three.js-style rendering with a perspective camera (about 50-degree field of view) positioned high above and behind the player, smoothly following the player across a square playable area roughly 36 by 36 world units. The scene should feel nearly black and atmospheric: use a deep blue-black background and exponential fog, a very dark gray-purple ground plane, restrained ambient/moon lighting, ACES filmic tone mapping, and a small cool glow around the player. Add a warm white flashlight spotlight mounted above/behind the player; it must rotate with the player’s aim and illuminate a forward cone, while the rest of the city block remains difficult to see. Keep the visual style low-poly, subdued, and horror-focused.

The player is Matt, a visible animated third-person character carrying a firearm, centered initially at (0,0). Load/use a Quaternius Zombie Apocalypse Kit-style Matt single-weapon character with idle, walking/running, shooting/slashing, and death animations. The player rotates to face the mouse cursor’s projected position on the ground. Keyboard controls: WASD or arrow keys move in the corresponding world directions, with diagonal movement normalized; movement speed is about 6 units/second. Prevent movement outside approximately -18 to +18 on both axes. Add collision with scattered props and allow sliding along them. Mouse movement aims; left click fires. Also support touch: tapping shoots toward the touched ground point, and touching the left half of the screen moves toward that point.

Build a procedural dark city-block-like arena with around 30 randomly scattered collision props in a ring around the center, avoiding the initial spawn area. Mix low-poly brown wooden crates, dark gray barrels, and orange-red low barricades, with random positions, rotations, and sizes. Add roughly 20 dark translucent blood-splatter circles lying on the ground. Props should cast/receive shadows where applicable, though the lighting remains very dim.

Implement hitscan shooting. The player starts with 18 rounds and has a maximum of 18 (display this accurately as 18/18); every click consumes one round. If empty, clicking does nothing except refresh the ammo HUD. Fire in the aim direction up to about 25 units, select the closest living zombie within about 0.8 units of the ray, and deal 50 damage. Show a brief glowing yellow bullet trail from the muzzle to the hit point or maximum range, plus a tiny short-lived warm muzzle flash. Use the shooting animation briefly, then return to idle or running. Shots do not need a visible projectile traveling through the world.

Zombies are animated low-poly basic shamblers from a Quaternius Zombie Basic-style asset. At the start of wave 1, spawn 4 zombies at random positions around the outer edge, approximately 18–24 units from the center. Each later wave contains 2 + 2×wave-number zombies (so wave 1 has 4), spawned similarly. Zombies have 50 + 10×wave-number health, move toward the player at individual speeds around 1.5–2.3 units/second, face the player, avoid the procedural obstacles with simple sliding behavior, and attack when within 1.5 units. Each living zombie can attack once every 1.5 seconds and deals 6 health damage, using an attack animation before returning to its shamble animation. The player begins at 100 health; when health reaches zero, play the player death animation and show a dark translucent game-over overlay.

Award 100 score for every zombie killed and track total kills. A zombie hit once usually remains alive because wave 1 zombies have 60 health; a second hit kills it. On death, play the zombie death animation, leave it visible briefly (about two seconds), then remove it. When all living zombies in a wave are dead, wait 2 seconds and begin the next wave automatically. Continue indefinitely with increasing zombie counts and health.

Scatter glowing rotating yellow-orange cube ammo pickups around the arena: initially create 3, then add 2 + floor(wave/2) whenever a wave begins. Place each 4–16 units from the center. When the player comes within 1 unit, collect the pickup, remove it, and increase ammo by 8 without exceeding the maximum of 18. Make pickups hover slightly and rotate so they are visible in the flashlight/darkness.

Create a minimal monospace HUD over the canvas, matching the sparse screen treatment. Put a vertical stack at the upper-left showing color-coded labels and values: red “HP” with current health, yellow “AMMO” with current ammo/max ammo, pale blue “SCORE” with score, purple “WAVE” with wave number, and green “KILLS” with kills. Include two centered bottom bars: a red/orange health bar about 260px wide and 12px high, and a yellow/orange ammo bar about 260px wide and 8px high, both on dark bordered backgrounds. At lower right show a small flashlight icon and “ON” in pale blue. At lower center show subdued instructions such as “WASD move • Click to shoot • R restart.”

When the player dies, show a centered overlay with large red “DEAD,” a gray summary containing final Score, Kills, and Wave, and a restart instruction “Press R to restart.” Pressing R must fully reset the game: remove current zombies, pickups, and bullet effects; return the player to the center with 100 health, 18 ammo, zero kills and score, wave 1, hide the overlay, respawn initial pickups and wave-1 zombies. Begin with a full-screen nearly black “Loading...” message while the player and zombie models load, then start the game after both assets are available.

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