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Dead Line

  • 3d
  • first-person-shooter
  • zombie
  • survival
  • wave-based
  • horror
  • action
  • arcade
0
Remix it Discord

0 plays ·added September 8, 2026

About Dead Line

Face off against relentless waves of 30 zombies, including elite foes that test your tactics. Scavenge for ammo while racking up combos and strategizing your way through a cinematic loading screen filled with lore. Will you survive the next wave? Play now to find out.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. solomondelefalaju 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 solomondelefalaju what you would add next.

Make your own game

Dead Line was built by solomondelefalaju 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.

Recreate a game titled “Dead Line” as a cinematic first-person 3D zombie shooter. Use a dark, rainy post-apocalyptic city alley at dusk: a long cracked street recedes into purple/gray fog, tall dark buildings and fences line both sides, scattered barrels, trash bags, dumpsters, puddles, street lamps, rooftop silhouettes, and visible rain. Light the scene with a cold blue-gray ambient fill and warm orange-pink sunset/rim light, with wet reflective ground and a muted charcoal, rust-red, and amber palette. The player is an invisible FPS character starting near the mouth of the alley, carrying a rifle visible at the lower-right of the camera. Movement is first-person with mouse look and WASD-style FPS movement, jumping, pointer lock, and a centered crosshair. On desktop, fire with left click, aim/zoom with right click or Q, reload with R, throw a bomb with G, and interact/search with E. Include touch/mobile controls with AIM, FIRE, BOMB, SEARCH, RELOAD, and ZOOM buttons.

Begin with a full-screen cinematic loading screen using a dramatic illustrated image of a hooded, armored rifleman aiming a scoped rifle in front of a ruined skyline and a purple-orange sunset with zombie silhouettes below. Overlay the title DEAD LINE in large pale pink/white uppercase text, a pink progress bar and percentage (“LOADING 51%” style), rotating lore/tip text, and a SKIP button. Rotate tips such as aiming for the head for bonus damage, using AIM for long shots, collecting glowing ammo, recognizing elite zombies by their red aura, and continuing to move when surrounded. Rotate lore lines about the city going quiet, rain hiding footsteps, thirty targets and one rifle, and something larger waiting at the end of the alley.

After loading, show a dark translucent command-center/lobby over the same key art. The lobby has the DEAD LINE title, profile/currency presentation, operator selection (SHADOW SNIPER, WARDEN, and RANGER with different displayed damage/armor/mobility stats and visual filters), selectable ready/low/aim poses with later poses unlocked by kills, weapon/loadout presentation, challenges/promotional panels, and level selection for three levels. Provide buttons for entering the checkpoint, settings/music, and a weapon store. The store offers Rifle, Shotgun, Pistol, Heavy Sniper/Shadow Sniper, and Rotary Cannon; some weapons begin locked and can be purchased with CP, while the rifle is initially available and the heavy sniper is active by default. Include weapon inspection panels with thumbnail and damage/range/stability stats, weapon skin choices (standard, desert, blood), and a scope upgrade purchased with CP. Keep the lobby styling military-industrial: translucent black/blue panels, thin gray borders, amber highlights, and rust-red action buttons.

The core game is a wave-based survival mission in the alley. The objective for ordinary levels is “CLEAR 30 ZOMBIES”; maintain a pool of up to 30 active ordinary zombies, and use short black cinematic transition cards between levels and waves. Start each level with a “LEVEL 1/2/3” transition. The player earns score for kills, especially headshots, and builds a timed combo multiplier. Zombies leave dark blood trail marks as they approach. Shoot using a center-screen raycast: ordinary body hits do modest damage while headshots deal bonus damage, briefly slow time, display a HEADSHOT indicator, add blood/gore particles and impact decals, and increase score. On death, zombies leave expanding blood pools and play a death animation. Ammo is limited to 5 rounds for normal weapons, with reload restoring the magazine; the Rotary Cannon uses 30 rounds. Place glowing amber ammo pickups along the alley; collecting one refills ammo and grants a small score bonus.

Use several enemy variants based on the loaded humanoid zombie models. Standard walkers have low health and moderate speed. Include occasional faster, smaller runners, large slow brutes with more health, and larger elite zombies with increased health, speed, a red glowing circular aura, glowing eyes, overhead health bars, and more dangerous attacks. Add four hostile German Shepherd zombie dogs that sprint down the alley, have their own health bars and attack behavior. Zombies should navigate directly toward the player, attack at close range, and reduce player health; show a red vignette/blood overlay when damaged. If health reaches zero, stop the run and show an OVERRUN screen with the final score and an option to return to the checkpoint.

Add combat equipment: the player begins with 3 bombs/grenades. Pressing G or the BOMB button throws a visible projectile along the camera direction with a short arc; after a cooldown it explodes, flashes the screen, and damages all enemies within a radius. Show the bomb count/cooldown in the HUD. Make aiming enter a circular scope overlay with crosshairs, narrow the camera field of view, and hide the weapon model while zoomed; the scope upgrade narrows the FOV further.

Make the alley explorable beyond shooting. Put building doorways on both sides at several points, with nearby floating cyan/orange map markers. The first pair is accessible; later doors are locked until the player finds keycards. Near an accessible interior, show “E SEARCH ROOM” and a mobile SEARCH prompt. Searching a room grants ammo, one bomb, a keycard, and score, hides the room loot/keycard, changes the locker state, and triggers a red flashing INTERIOR ALARM transition plus a three-zombie ambush. Searching/approaching doors can open them temporarily; locked doors display “LOCKED DOOR · FIND A KEYCARD” or “E UNLOCK DOOR.” Make small interiors visible through the openings with dark floors, crates, stairs, emergency-red lighting, glowing loot, keycards, and weapon lockers.

HUD during gameplay must be clearly readable and fixed to the screen. At upper left show SCORE with padded digits, LEVEL/WAVE, ZOMBIES current count / 30, HEALTH, BOMBS, KEYCARDS, and COMBO xN. At upper right show AMMO current / capacity. Put a centered white crosshair, a top-center boss health bar when appropriate, a bottom-left bomb equipment slot, and a bottom-right ZOOM button. Add subtle screen feedback for muzzle flash, headshot text, bomb explosion flash, blood damage, and alarm pulses. Use health bars over zombies; color bars differently for standard, runners, brutes, elites, dogs, and bosses.

Progress through three levels with distinct fog/ground/wall color themes: level one purple dusk, level two cooler blue-green, and level three warmer red/crimson. Every ten kills advance level progress, and every five kills can trigger a short “WAVE N IN” countdown; keep the HUD’s LEVEL and WAVE labels updated. On level three, spawn a much larger final boss at the far end of the alley with a large boss health pool, a prominent red/orange boss bar labeled FINAL BOSS, heavy close-range damage, and a final victory state when defeated. The victory screen should report FINAL SCORE and LEVELS CLEARED 3 and provide a return button to the checkpoint. Preserve unlocked levels, poses, and progression through local storage. Keep the overall presentation cinematic and gritty rather than cartoonish: realistic low-poly survival-horror assets, volumetric-looking fog, rain, sunset backlight, dark translucent interface panels, amber/pink typography, red danger effects, and deliberate loading/transition cards.

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