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Arcade › Dead Line
Click the game above and it runs right here in your browser. No download, no installer, no account needed. biltonnh built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dead Line yet. Play it, then tell biltonnh what you would add next.
Dead Line was built by biltonnh 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.
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 browser-based first-person 3D arcade zombie sniper game titled “Dead Line.” Begin with a full-screen tactical loading screen: dark navy/black background with a purple-red radial glow, diagonal rain streaks, the centered label “TACTICAL ARCHIVE // CITY ZONE 07,” large spaced pink-white title “DEAD LINE,” rotating/advancing loading tips, a pink progress bar and percentage, and a SKIP button. After loading, show a dark command-center lobby/checkpoint menu with bordered translucent panels and a responsive layout. Display “COMMAND CENTER // CHECKPOINT 01,” the DEAD LINE title, an operator card reading “OPERATOR // SHADOW SNIPER,” stats DAMAGE 92, ARMOR 64, MOBILITY 78, pose/kills text, and decorative operator buttons SHADOW SNIPER, WARDEN, and RANGER. Add a loadout card labeled “LOADOUT // HEAVY SNIPER,” showing rifle available and Shadow Sniper active; RIFLE is available while SHOTGUN, PISTOL, and ROTARY are locked. Add mission selection with LEVEL 1 — PURPLE DUSK available, LEVEL 2 — COLD FRONT locked, LEVEL 3 — RED HOUR locked, plus ENTER CHECKPOINT, WEAPON STORE, and SETTINGS / MUSIC buttons. Include field notes: “Thirty targets. One rifle.”, “Keep moving when surrounded.”, and “Something larger waits at the end of the alley.” with checkpoint/scope-upgrade text. Only ENTER CHECKPOINT starts the game; most menu options are visual/decorative. The game view is a Three.js first-person controller in a long, narrow urban alley at night in the rain. Use a perspective camera around eye height, player starting near the entrance at z=3, and movement speed about 4.5 with jumping/gravity. Build a gray cracked-looking ground plane extending roughly 150 units into negative Z, tall dark building walls on both sides, repeating metal fence sections, puddles reflecting blue-gray light, and scattered urban props: barrels, trash bags, closed dumpsters, and streetlights. Use a moody foggy palette and lighting: near-black/navy surroundings, purple dusk ground and fog initially, cool ambient hemisphere light, warm pink/orange directional light, and visible falling rain particle streaks. Load low-poly zombie-apocalypse/urban kit models for props and animated male/female zombies, plus a sniper rifle model visible in the lower-right of the camera. Keep the visual style gritty, low-poly, cinematic, and neon-noir, with pink/red highlights against blue-black rain. On starting, hide the lobby and show an in-game HUD. Put score, level, wave, zombie count out of 30, health, bombs, keycards, and combo in the upper-left; put AMMO 5 / 5 in the upper-right. Put a small white crosshair at screen center and a simple angled rifle silhouette/model in the lower-right. On mobile/small screens show bottom buttons for AIM, FIRE, BOMB, SEARCH, RELOAD, and ZOOM. Support desktop keyboard/mouse controls: WASD/movement through the first-person controls, left mouse to fire, right mouse or Q to toggle aim, R to reload, G to throw a bomb, and E to search; prevent the context menu. Touch buttons invoke the same actions. Spawn an initial group of five animated zombies far down the alley, mostly walkers with one runner, then continuously spawn enemies while fewer than a wave-dependent cap (up to 30). Zombies move directly toward the player and attack at close range, reducing health on timed attacks; flash a translucent red damage overlay when hit. Enemy types are visually/behaviorally distinct by scale and speed: ordinary walkers have 45 HP and speed 1.8, runners are smaller with 35 HP and speed 3.8, brutes are larger with 90 HP and speed 1.2, and elites are large with 150 HP and speed 2.4. Spawn occasional amber glowing octahedron ammo pickups in the alley; walking over one refills ammo and awards score. Firing consumes one round. Aim by narrowing the camera field of view from 70 to 30, displaying a circular sniper-scope overlay and hiding the rifle; firing checks targets near the center of the view and within range. A hit does 25 damage, while a chance of headshot does 80 damage, awards more points, shows “HEADSHOT,” and briefly slows time. Misses show “MISS.” Kills add score, increment kills, and increase combo up to x9 while maintained briefly; every five kills advances the wave, and every ten kills before level 3 advances the level and changes the alley ground/fog/background theme from purple dusk to cool cyan “cold front” and then red “red hour,” with matching directional-light color. Award larger score for elite kills. Give the player three bombs. Pressing G/BOMB consumes one and damages all nearby enemies within about 10 units, with a brief red screen flash and “FRAG OUT.” Reload instantly refills the current five-round capacity and shows “RELOADED.” In the early alley search zone (player z between -4 and -16), E/SEARCH awards a keycard, restores a bomb up to three, refills ammo, grants score, and shows “ROOM SEARCHED // KEYCARD + AMMO.” Track and display keycards even though they do not otherwise unlock a mechanic. At level 3 and 25 kills, spawn a huge final boss zombie with a red-hour/final-boss announcement, but preserve the game’s visible zombie-alley combat presentation. If health reaches zero, stop play and show a centered dark red-tinted “OVERRUN” screen with the final padded score and a RETURN TO CHECKPOINT button that reloads/restarts the experience. Use all visible text, HUD counters, toast notifications, rain, fog, crosshair, scope, damage flash, and restrained rectangular UI borders to make the game feel like a tactical checkpoint interface rather than a bright cartoon shooter.