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Arcade › Dead Signal
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Crumbowb 1 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dead Signal yet. Play it, then tell Crumbowb 1 what you would add next.
Dead Signal was built by Crumbowb 1 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 Signal 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 survival shooter titled "Dead Signal". Begin with a full-screen dark blue-black title overlay and centered rounded rectangular card. The card should read "DEAD SIGNAL" with DEAD in pale gray and SIGNAL in orange, explain that this is first-person survival in a quarantined freight yard and that the player must hold the line and reload under pressure while keeping a local co-op survivor alive, include a prototype note that the companion is a local bot and real online multiplayer would require a backend, and provide a large orange "ENTER THE YARD" button. After starting, render a dark, atmospheric 3D freight yard from a first-person camera. Use a nearly black blue-gray sky/background with fog, subdued cool ambient light and a warm directional light, shadows, and a broad gray ground. Lay out several long dark road lanes across the yard, rows of chunky brown wooden crates, and a couple of barrels. Keep the visual style simple low-poly game assets with strong contrast, muted industrial colors, and orange accents. The player begins near the front of the yard, looking toward the crate-filled lanes; the player body should not obstruct the first-person view. The core loop is wave-based zombie survival. Start with five zombies placed ahead and to the sides in the yard. Use two enemy variants: basic zombies with 2 hit points moving at about 1.55 speed, and larger chubby zombies with 3 hit points moving more slowly at about 1.0 speed. Zombies navigate directly toward the player, play idle/walk/run/death animations where available, and attack when close; basic attacks deal 6 HP and chubby attacks deal 10 HP, with attacks on a cooldown. When all enemies in a wave are dead, increment the wave and spawn a larger group (4 plus the wave number). Zombies should be targetable with a centered hitscan ray from the crosshair. Each shot consumes one round, damages the first zombie intersected, and kills it when its HP reaches zero; show a brief muzzle flash and simple synthesized shooting/hit/reload/zombie audio cues. Award a score internally for kills, though the visible HUD need not show score. Give the player 100 HP, a 12-round magazine and 72 reserve rounds. Reload with R or the on-screen RELOAD button; reloading takes roughly 700 ms and fills the magazine from reserve, and prevent shooting while reloading. Clicking the canvas or using the FIRE button shoots; if the magazine is empty, show a reload prompt. If HP reaches zero, stop gameplay and display an overrun message. Support first-person movement with WASD, mouse look, SHIFT sprint, and SPACE jump through pointer-lock FPS controls. Include mobile-friendly HUD buttons for RELOAD, FIRE, JUMP, and BOT. Overlay a functional HUD during play: top-left pill-shaped labels for "HP 100" and "WAVE 1", top-right an "AMMO 12 / 72" pill, and a centered crosshair made from thin white intersecting lines. Near the top center show transient orange-gold status messages such as "Click / FIRE to lock on", "RELOADING", "RELOAD", "TARGET DOWN", and "YOU WERE OVERRUN". Along the bottom, show the controls hint: "WASD move · mouse look · click/FIRE shoot · R reload · SHIFT sprint · SPACE jump · C toggle local co-op bot". Place the four dark rounded touch buttons at bottom-right and make active buttons turn orange. Implement a local companion bot toggle, initially ON, controlled by C or the BOT button. Display "BOT ON" or "BOT OFF" on that button. When enabled, the bot automatically damages the first living enemy over time, eventually killing it and contributing to the wave progression; it is a local prototype aid rather than real network multiplayer. Use a clean responsive layout that works on desktop and smaller screens, hiding the long hint on narrow mobile screens. Do not add online networking, inventory, extra weapons, bosses, pickups, or features not described here.