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Deadlight

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  • 3d
  • top-down
  • survival-shooter
  • zombies
  • horror
  • wave-based

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Prakhar Ahuja, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Deadlight was built by Prakhar Ahuja 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 Deadlight 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 Deadlight

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 third-person top-down survival shooter titled "Deadlight" set in a dark, foggy graveyard at night. Use an orthographic camera looking straight down at a slight game-like top-down angle, centered/following the player, with a broad view of a rectangular graveyard. The world should be nearly black and moody: a dark blue-black background and fog, a desaturated green-gray graveyard floor, a slightly lighter brown muddy path running through the center, sparse moonlight, and a warm yellow flashlight beam/spotlight that follows the player's aim and illuminates a limited cone of ground ahead. Use a restrained cinematic low-light palette with soft shadows and subtle bloom/tonemapping.

The player is a small survivor character holding a gun, positioned near the center of the graveyard. The survivor should have idle-with-gun, walking-with-gun, and running-with-gun animations, and rotate to face the mouse aim direction. Move the player with WASD or the arrow keys at a responsive top-down movement speed. Aim by moving the mouse over the ground; the flashlight points in exactly the same direction as the aim. Click to fire toward the aim direction. A shot consumes one round, has a short cooldown of about 0.32 seconds, and creates a tiny brief warm muzzle flash. There is no visible reload mechanic: the player begins with 12 / 12 ammunition, and ammunition only decreases.

Spawn five hostile zombies at the start, distributed in a ring around the player, then continue spawning additional zombies at intervals of roughly 1.2–3.2 seconds (the interval becomes somewhat shorter as the wave increases). Zombies should be darkened versions of the same humanoid zombie-apocalypse character style, with a faint reddish-black emissive tint, walking animations, and simple pursuit AI. They spawn about 8–12 world units from the player, move directly toward the player at approximately 0.55–0.77 units per second, turn toward the player, and stop when very close. A shot can hit the nearest zombie within 8.5 units if it lies within a narrow forward aiming cone (dot product greater than about 0.82). Each zombie takes two successful shots to kill; hits push it slightly backward. Removing a zombie increases the takedown/kill count, and every 8 kills increases the displayed wave number. The wave number affects the spawn cadence but does not otherwise add special enemy types.

When a zombie reaches the player, it attacks on a 0.75-second damage cooldown and removes one unit of ammunition as the player's survival resource. If ammunition reaches zero, show the game-over state; also end the game if the player is out of ammunition while threats remain. Freeze gameplay when over and display a centered dark translucent overlay with a card reading "OVERRUN", a short result line such as "You survived X takedowns across Y wave(s).", and a gold "Try again" button that restarts the game. Do not add health, inventory, pickups, reloading, melee attacks, boss enemies, or other mechanics not described here.

Dress the environment with scattered low-poly grave markers/cross-shaped gravestones at varied positions and slight rotations, and damaged fence segments forming horizontal boundaries along the far top and bottom edges of the play area. The floor should be a large rectangular plane with a central path. Keep the sparse layout and ensure the darkness and flashlight are major parts of the visual identity.

Add a fixed HUD overlay that does not block gameplay: a rounded dark translucent panel in the upper-left with a thin subtle border and soft shadow. It must show the gold, letter-spaced title "DEADLIGHT" and three rows: "Ammo" with current/max format such as "12 / 12", "Wave" with the current wave beginning at 1, and "Threats" with the current number of zombies. Along the bottom center, show a pill-shaped dark translucent instruction bar reading exactly: "WASD / arrows to move · aim with mouse · click to fire · flashlight follows your aim" (hide this hint on coarse/touch pointers if desired). Support responsive resizing and preserve the HUD layout on different screen sizes. Use simple readable sans-serif UI typography, muted gray labels, white values, and warm gold for the title, game-over heading, and button.

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