Arcade › Dead Zone
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Karthik built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dead Zone yet. Play it, then tell Karthik what you would add next.
Dead Zone was built by Karthik 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 Zone 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 playable 3D third-person zombie survival shooter titled “Dead Zone.” Use a dark, low-poly, stylized urban arena viewed from behind and slightly above the player, with a perspective camera following the character at roughly 11 units distance. The scene should have a near-black blue-gray background and fog, a large flat ground plane, and a long dark central road about 18 units wide with raised gray curbs on both sides. Place scattered blocky ruin/building forms along the outer edges of the road and several visible red/orange industrial oil barrels around the roadway and arena. Use soft shadows, muted teal/gray/brown materials, warm directional lighting, and a sparse post-apocalyptic atmosphere. The player is a simple low-poly humanoid capsule character: a teal cylindrical/capsule body, a beige spherical head, and a small dark handgun protruding forward from the right side. Start the player near one end of the road. Support third-person movement through WASD or arrow keys, with the camera/controls following the player; include sprint behavior on Shift if the control system supports it. Also provide large touch-friendly on-screen controls for mobile: FIRE, RELOAD, GRENADE, SHOCKWAVE, and SPEED buttons on the lower right. Mouse/pointer click on the game view and the FIRE button shoot. Show a white crosshair at screen center on desktop. The core loop is wave-based survival. Begin at wave 1 with five zombies spawning around the player at a radius of about 20–25 units. Zombies should be humanoid low-poly animated enemies when available, otherwise simple green capsule-like figures. They continuously walk directly toward the player, turn to face them, and attack at close range. Each zombie has 40 + 7 per current wave health and moves at about 1.25 + 0.12 per wave speed. When within approximately 1.55 units, it attacks every 0.65 seconds and damages player HP by at least 2, normally 5 + half the wave number. Kill all zombies to clear the wave; display “WAVE CLEARED,” wait about 2.2 seconds, then increment the wave and spawn 5 + 2 × wave zombies (wave 1 remains 5). Display “WAVE 1 — SURVIVE” briefly at the beginning of the first wave and show later wave announcements. The game ends when HP reaches zero, showing a centered dark overlay with “GAME OVER,” the number of waves survived, and a RESTART button that reloads the game. Implement a hitscan pistol. The player starts with 12 rounds loaded and 72 reserve rounds (the HUD should show current magazine / reserve). Each shot consumes one round, has a short 0.16-second cooldown, plays a small firing sound, and damages the nearest zombie reasonably aligned with the camera/player forward direction, for 28 damage. If the magazine is empty, shooting should initiate reload. Reload with R or the RELOAD button; it takes about 650 ms and transfers up to 12 rounds from reserve. Prevent shooting while reloading. Add simple synthesized arcade sound effects for firing, zombie hits/deaths, attacks, reload completion, and abilities if possible. Give the player 100 HP, represented by a horizontal colored health bar. Spawn four white medkits with red crosses at fixed arena positions around the road (approximately (-8,-12), (8,-12), (-8,12), and (8,12)); walking within about 1.4 units collects one, hides it, and restores 30 HP up to a maximum of 100. Spawn red/orange oil barrels at multiple fixed positions along both sides of the road and farther edges as environmental decoration; they do not need to be interactive. Add three limited special abilities. GRENADE/G consumes one of three grenades, detonates about five units in front of the player, creates an expanding orange glowing ring effect, and damages nearby zombies within radius 6 with up to 110 damage scaled by distance. SHOCKWAVE/E consumes one of three shockwaves, creates a cyan expanding ring centered on the player, and damages every zombie within radius 7 for 75 damage. SPEED/Q activates a five-second speed boost, raising movement speed from about 6 to 10, and briefly displays “SPEED BOOST.” Keep these counts as gameplay state even if they are not shown in the top HUD. Build a clear HUD over the 3D view: a top bar with separate rounded dark translucent panels reading WAVE and its number, ZOMBIES and the current remaining count, HP with the colored health bar, and AMMO with “current / reserve.” Put a status message near the upper center for wave announcements, reload, wave cleared, and speed boost. Along the bottom-left, show the instructional text: “WASD / arrows move · mouse click shoots · R reload · G grenade · E shockwave · Q speed boost · Shift sprint”. On the lower right, place the five dark rounded action buttons in a two-column grid. Match the provided visual style: bold white uppercase labels, charcoal translucent panels, subtle borders/shadows, rounded corners, and a dark cinematic low-poly presentation. Ensure the controls work both via keyboard/mouse and touch buttons, with responsive sizing for narrow mobile screens.