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Dead West Run

  • 3d
  • first-person
  • zombie
  • shooter
  • rescue
  • survival
  • low-poly
  • western
  • 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. William Hogwood built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dead West Run yet. Play it, then tell William Hogwood what you would add next.

Make your own game

Dead West Run was built by William Hogwood 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 West Run 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 West Run

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 playable low-poly 3D first-person zombie rescue shooter titled “Dead West Run,” set at dusk in a dark frontier survival camp. Use a Three.js-style perspective camera with a 75-degree field of view, subtle distance fog, a nearly black-green sky/background, cool ambient hemisphere light and a strong warm moon/directional light that casts long shadows. The player stands in a broad muddy green field bounded by dark stylized pine trees, with a long wide brown dirt road running through the center. Place a trader at the far end of the road around a small camp of weapon crates, marked by a clearly visible rotating/glowing blue circular safe-zone ring. Place a wooden barricade across part of the road near the starting area. Behind the spawn point, farther along the road, create a small blocky frontier town with four simple houses, a stone well, and a wooden five-mile town sign.

The player is invisible except for a large procedural first-person firearm in the lower-right of the view. Start with a heavy frontier .45 revolver: dark metal barrel/frame/cylinder, brown wooden grip, and visible muzzle flash, recoil/kick, hit sparks, and dust puffs when firing. When upgraded, replace the view model with a longer dark-metal-and-wood rifle/carbine silhouette. Keep the art deliberately low-poly and blocky, using clean stylized Kenney-like character/environment models and strong silhouettes rather than realistic textures.

Core loop: begin with 3 health points and a Frontier .45 Revolver loaded 6 rounds with 24 reserve rounds. Explore the field and road, shoot shambling blocky graveyard-kit zombies, rescue survivors, escort them back to the trader’s blue ring, and spend scrap on better weapons and ammunition. Zombies continuously pursue the player directly, rotate toward the player, move at roughly 1.15–1.6 units/second, and bite at close range. Each bite removes 1 health and has about a one-second attack cooldown plus a short invulnerability/grace window; three hits kill the player. Zombies visibly stagger briefly when shot and fall onto the ground when killed. Normal zombies award 3 scrap each, and normal zombies can respawn around the outer area when their living count becomes low.

Spawn eight normal zombies around the field at varied positions, including some near the road and distant tree line. Add nine distinct clean blocky survivors: six distributed around the main field and three extra survivors inside the town. Use visibly varied character colors/models: blonde/blue boy, default green-shirt boy, red-bowtie girl, green-shirt boy, purple girl, and orange-shirt boy, with the town survivors using the default, blonde/blue, and bowtie variants. An unrescued survivor idles in place and can call for help when the player comes near. Press E near one within about 3 units to recruit them; they then follow behind the player in a loose offset formation, face in the direction of travel, and can automatically be delivered when they reach the trader area. At the trader/safe-zone, press E to deliver all nearby recruited survivors. Each delivered survivor increases the saved count and awards 8 scrap; survivors remain visibly arranged near the trader after delivery. Include short survivor speech/message callouts for help, rescue, and delivery, using browser speech synthesis when available.

The town is a special combat objective: place five additional ambush zombies among/around the three town survivors and houses. These zombies are a little slower, do not award normal kill scrap, and attack the player while the town is active. When all five town ambushers are killed, immediately grant the free Evans Rifle with 12 loaded rounds and 36 reserve rounds, plus 2 scrap, and announce it with a deep town voice/message. The Evans Rifle is a powerful accurate 12-round weapon. The town objective and reward should only happen once. Give an occasional deep voice/message near the town explaining that clearing the five dead earns the rifle.

Weapons and trader economy must work as follows. Revolver: 48 damage, 6-round magazine, 24 starting reserve, 30 reserve capacity, approximately 430ms fire delay, 1180ms reload, accurate short-to-medium range. Trader Scattergun: costs 12 scrap, 2-round magazine, 12 starting reserve, 5 pellets per shot, 28 damage per pellet, wider spread, approximately 720ms fire delay, 1450ms reload, shorter range. Ranger Carbine: after owning the scattergun, costs 18 scrap, 12-round magazine, 36 starting reserve, rapid approximately 180ms fire delay, 34 damage, moderate accuracy and longer range. Evans Rifle: free from clearing the town, 12-round magazine, 36 reserve, 58 damage, accurate, approximately 260ms fire delay and long range. At the trader, prioritize purchasing the scattergun if the player has 12 scrap and still has the revolver, then the carbine if the player has 18 scrap and has the scattergun; otherwise, if the player has at least 5 scrap, spend 5 scrap to refill reserve ammunition by up to two magazine loads, capped by the weapon’s reserve capacity. Display trader greeting, upgrade, ammo, delivery, and insufficient/offer messages, with a deeper browser speech voice when possible.

Desktop controls: WASD or arrow keys move relative to camera yaw, mouse movement while pointer-locked looks around, left click or Space fires, R reloads, and E interacts/recruits/trades. Clamp vertical look so the player cannot flip the camera. Mobile controls: show a translucent virtual joystick on the lower-left, Fire, Reload, and E buttons on the lower-right, and allow dragging on the right side of the screen to look around. Prevent gameplay actions while the start/restart overlay is active. Start with a centered dark overlay card titled “Dead West Run,” explaining the rescue/shooting objective and controls, with a “Tap to Start” button; after death show a Restart button. Zombies must not attack before the run begins.

HUD: put a compact top bar across the upper screen with four dark translucent panels labeled Health, Ammo, Scrap, and Saved. Show Health as “3 / 3,” live ammo/reserve such as “6 / 24” or “Reloading,” scrap count, and saved survivors as “0 / 9.” Put a centered mission/instruction message below the bar, a simple plus-sign crosshair in the middle, a contextual prompt near the lower-middle such as “Press E: get survivor to follow” or “Press E: trade / deliver survivors,” and a brief red damage vignette when bitten. Mission text should explain rescuing survivors, traveling to the town for the Evans Rifle before it is cleared, and trading scrap for weapons. After all survivors are saved, state that all survivors are safe and the player can continue hunting the remaining dead. If health reaches zero, stop movement/combat, display the restart overlay, and say the player was overrun. The game has no separate level transition or required final boss: its ongoing success state is rescuing all nine survivors while surviving the zombie attacks and optional town objective.

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