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Arcade › Deadlight

Deadlight

  • top-down
  • survival
  • shooter
  • horror
  • arcade
  • canvas
  • zombies
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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. vuquocanh826 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Deadlight yet. Play it, then tell vuquocanh826 what you would add next.

Make your own game

Deadlight was built by vuquocanh826 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 browser-based top-down 2D survival shooter titled “Deadlight.” Use a full-screen HTML canvas with a dark, restrained neon horror aesthetic: near-black blue background, thin slate grid lines, muted green crates and brown barrels scattered across a large 2200x1500 world, cool pale player character, and simple stylized green zombie enemies. Keep the camera centered on the player and clamp it to the world edges; the world should scroll as the player moves.

At the initial title screen, show the game behind a centered translucent dark panel with a subtle blue-gray border and rounded corners. Display the large spaced title “DEADLIGHT,” the subtitle “Survive the dark. Save your bullets.” and a prominent START button. Keep the HUD visible behind/around the title: a top-left dark panel showing HEALTH, AMMO, FLASHLIGHT, and WAVE · KILLS; and a top-right instruction panel reading “WASD / arrows move · mouse aims · click fires” and “R reloads · flashlight drains while on.”

On starting, initialize a player in the center of the world with 100 health, 12 bullets loaded, 48 reserve bullets, 100% flashlight charge, wave 1, and zero kills. The player is a small pale circular survivor/flashlight-gun silhouette with a short gun barrel pointing toward the aim direction and a warm yellow muzzle/light tip. Move with WASD or arrow keys at approximately 220 world units per second, clamped inside the world. Aim toward the mouse cursor; clicking or holding the mouse button fires in that direction. Space also fires. Each shot consumes one loaded bullet, creates a fast pale-yellow projectile, brief yellow muzzle particles, and slight camera shake. If the magazine is empty, display a short “OUT OF AMMO” message. Press R to reload: fill the magazine to 12 using reserve ammunition, limited by the available reserve, and briefly display “RELOADED.” Kills replenish one reserve round, capped at 99.

Implement the flashlight as the central survival mechanic. While the player is alive, overlay the view with heavy translucent black darkness. Cut a visible sector out of the darkness in front of the player, plus a small circular area around the player. The flashlight cone starts relatively short when charge is low and reaches roughly 680 pixels at 100% charge, with a warm faint yellow tint. Holding F replenishes the charge at about 10 percentage points per second up to 100, while the flashlight otherwise drains at about 3 points per second; show the percentage in the HUD. With no charge, retain only the small close-range visibility circle. The flashlight should reveal the grid, scenery, zombies, bullets, and particles only within its visible area.

Spawn five initial zombies at random world positions away from the player, then continuously spawn more from the four world edges. Zombies are simple round muted-green creatures with two dark eyes and a dark line mouth; vary their radius slightly. They pursue the player directly, with speed around 34 plus 5 per wave and a small random variation. Zombies take multiple hits (2 health initially, increasing by one every three waves), flash white briefly when hit, and emit small green impact particles. When a zombie touches the player, deal 12 damage, provide about 0.7 seconds of invulnerability, shake the camera, and emit red damage particles. Remove a zombie when its health reaches zero, increment kills, and grant one reserve bullet. Spawn timing accelerates with the wave, approximately every max(0.35, 1.5 - wave*0.08) seconds. Increase the wave once every 10 kills, while limiting the active zombie count to roughly 35 (or 7 + 3 per wave, whichever is lower for the intended threshold).

Draw a subtle square grid across the entire world. Scatter roughly 90 randomized decorative objects: square crates in desaturated gray-green with diagonal plank marks and outlines, and brown barrels/square barrel-like props with outlines. Keep all art as clean canvas primitives rather than detailed sprites. Use pale yellow circular bullets, green hit particles, red player-hit particles, and small fading particles with friction. Add brief camera shake on firing, and stronger shake on damage.

The HUD must update continuously in a fixed overlay above the canvas. Top-left panel: HEALTH with green value, turning red when below 35; AMMO with yellow loaded count / reserve; FLASHLIGHT with yellow percentage; and WAVE plus KILLS. Use translucent black panels, thin pale-blue borders, rounded corners, and cool light typography. When health reaches zero, stop gameplay and show a centered panel with “DEADLIGHT,” the text “You ran out of road.” and a RESTART button that resets the entire run. Include a responsive mobile interface on coarse-pointer devices: a translucent circular virtual joystick at bottom-left for movement and a circular FIRE button at bottom-right; use touch aiming if supported, while preserving keyboard/mouse controls on desktop. Ensure the game is playable immediately through the START button or keyboard interaction and has no extra invented objectives beyond surviving, killing zombies, managing bullets, and managing flashlight charge.

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