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Arcade › Dead Line

Dead Line

  • 3d
  • first-person shooter
  • zombie
  • survival
  • arcade
  • horror
  • wave-defense
  • rainy-city
0
Remix it Discord

16 plays ·1 remix ·added August 18, 2026

About Dead Line

In **Dead Line**, you fend off relentless waves of zombies in a dark, expansive map while collecting glowing ammo crates to keep your firepower up. Face elite zombies with increased speed and strength, and build your combo for higher scores as you prepare for the ultimate confrontation against tough

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. lucychase2009 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dead Line yet. Play it, then tell lucychase2009 what you would add next.

Make your own game

Dead Line was built by lucychase2009 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 Line 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 Line

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 first-person 3D zombie survival shooter titled “Dead Line.” The player is a lone armed operator defending a long, dark urban checkpoint/alley at dusk and in rain. Use Three.js-style real-time 3D with a perspective FPS camera, centered crosshair, visible rifle/weapon model at the lower right when not aiming, pointer-lock desktop controls, and mobile touch controls. The world is a long straight cracked roadway extending roughly 120 units into the distance, enclosed by dark buildings/walls and chain-link fencing on both sides. Add wet pavement with reflective puddles, cracked street tiles, dark windows, street lamps, dumpsters, trash bags, barrels/cover props, rooftop units, a hazy sunset sky, purple/blue/red dusk fog, cold fill lighting, warm low sun/rim light, and visible falling rain. Keep the art style gritty, low-poly survival-horror/arcade realism with strong shadows, muted charcoal colors, orange sunset accents, red blood effects, and glowing pickups.

Core loop: start from a checkpoint at the near end of the alley and fight continuously approaching zombies. Spawn about 30 ordinary zombies at a time in lanes down the road, with some emerging from building doorways. Zombies run toward the player, leave small blood trail marks, attack at close range, reduce player health, and use simple run, hit/punch, and death animations. Give every zombie a small floating health bar. Every sixth spawned zombie is an elite: larger/faster/stronger, with a red glowing aura/ring, red eyes, more health, and a red health bar. Also spawn four fast zombie dogs during a run, with their own health bars and bite attacks. Use a chunky boss zombie at later stages with a larger scale, a boss health bar at the top center, increased health, and a final-boss variant at the end.

Shooting must use hitscan aiming from the screen center. Desktop: WASD movement, mouse look, left click to fire, right mouse or Q to zoom/aim, R to reload, G to throw a bomb, E to search/unlock nearby interiors, and Space to jump. Mobile: provide an on-screen joystick/movement control, drag-look, and large AIM, FIRE, BOMB, RELOAD, and SEARCH buttons. Start with five rounds in the magazine; shooting consumes ammo and reloading refills it. The default active weapon is a heavy sniper/rifle with a visible weapon model. Aiming hides the weapon and displays a circular scope overlay with crosshair lines and a narrow field of view; an optional scope upgrade narrows it further. Fire rate should be limited by a cooldown. Shots can hit zombie meshes, cause hit reactions, blood/gore particles and impact decals, and headshots should be detected by hit height, deal bonus damage, briefly show “HEADSHOT,” and trigger brief slow motion. Non-headshot and headshot kills award score, and kills build a combo that expires after a few seconds; display the combo multiplier and award extra combo points.

Scatter six glowing gold/orange ammo crates along the alley, each with a vertical animated glow beam. Walking close to one restores ammo to five and awards a small score bonus. Give the player three throwable bombs. Pressing BOMB/G throws a small projectile forward with ballistic motion; it detonates after about one second with an explosion flash and damages all nearby enemies in a radius, including bosses. Bombs have a cooldown and the HUD shows the remaining count/cooldown. When enemies attack, show a red blood-vignette damage overlay; at zero health show an “OVERRUN” failure state and return to the start/lobby presentation with the final score.

Structure the game into three selectable levels/themes. Level 1 is a purple dusk environment, level 2 shifts toward blue/teal fog and ground/wall colors, and level 3 becomes darker red/crimson. Normal levels track a 30-zombie objective and advance level progress after kills; show brief full-screen transitions such as “LEVEL 2,” “LEVEL 3,” and wave countdowns. Spawn occasional boss encounters during wave progression. Level 3 culminates in a tough final boss at the far end of the alley; show “FINAL BOSS” and its health bar, and after its death show a victory panel with final score and levels cleared. Include wave/level HUD text and a zombie count.

Add interactable side-building interiors at doors along both sides of the alley. The nearest starting doors can open directly; later doors are locked until the player finds keycards. Nearby doors should show prompts such as “E UNLOCK DOOR” or “LOCKED DOOR · FIND A KEYCARD.” Search an interior with E or SEARCH: award ammo, one bomb, a keycard, and score, hide the room’s loot/keycard, make the room’s weapon locker searched, and trigger an alarm with a red pulsing screen effect and an ambush of three zombies. Doors animate open temporarily. Use floating cyan markers at room entrances, amber markers for locked rooms, emergency-red interior lights, crates, stairs, a weapon locker, and small green loot crates.

HUD should match a dark tactical checkpoint interface: top-left translucent black panel with gold “SCORE 0000,” “LEVEL 1 · WAVE 1,” “ZOMBIES 30 / 30,” green HEALTH 100, orange BOMBS 3, cyan KEYCARDS 0, and gold COMBO x0; top-right panel with “AMMO 5 / 5.” Put a centered white crosshair, temporary red HEADSHOT text, red damage vignette, explosion flash, scope overlay, boss bar at top center, interior interaction prompt near the bottom center, and a bottom equipment bomb slot plus ZOOM button. On desktop hide mobile controls; on touch devices show circular AIM/FIRE/BOMB/RELOAD buttons.

Before play, show a loading screen titled DEAD LINE with a progress bar, rotating tips such as aiming for heads, using AIM, collecting glowing ammo, elite red aura warnings, and keeping moving, plus a SKIP button. Then show a tactical lobby/start screen over a dark illustrated checkpoint background. It should offer an ENTER THE CHECKPOINT/start button, selectable LEVEL 1/2/3 modes, an operator display with Shadow Sniper, Warden, and Ranger choices and different displayed stats, selectable poses (ready initially, with low-ready unlocked after 10 kills and aim pose after 25 kills), a weapon/loadout/store interface, weapon inspection, weapon skins, and a scope upgrade. The store should include Rifle, Shotgun, Pistol, Heavy Sniper, and Rotary Cannon entries with costs/ownership states; only implement the weapon behavior represented by the game: rifle/sniper/pistol/shotgun selections, and a rotary-cannon mode with a larger 30-round magazine and faster cooldown if selected. Persist unlocked levels and pose unlocks locally. Include menu music/settings toggle if supported, but keep the main focus on the playable alley defense, resource collection, combo scoring, interior searches, waves, and final boss confrontation.

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