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Arcade › Đêm Sinh Tồn
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Tiêm Vũ built it with Cinevva, so it works on a phone or a tablet too.
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Đêm Sinh Tồn was built by Tiêm Vũ 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 Đêm Sinh Tồn 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 3D top-down survival shooter titled “Deadlight.” Use an orthographic camera looking down at a slight angle onto a square nighttime arena, with a dark blue-black background, subtle fog, soft moonlight, shadows, and a dim gray-green concrete/grid floor. The playable arena is bounded by four low concrete barriers forming an approximately 18-by-18 square, with a few short internal concrete barriers creating cover: a horizontal block near the upper-left/center, a vertical block toward the right-center, and another horizontal block above center. Keep the overall visual style moody, minimal, and modern, with a nearly black environment and warm flashlight accents. The player is a small stylized humanoid viewed from above: a blue-gray cylindrical body, tan spherical head, and a small glowing amber flashlight mounted at the front. Start the player near the lower center of the arena. The player can move continuously in four directions with WASD or arrow keys, constrained inside the arena. On desktop, the mouse position aims the character; display a small white crosshair at screen center and rotate the player toward the mouse’s projected position on the ground. Clicking shoots toward the aim point, and Space also shoots. Include mobile/touch controls: a four-direction D-pad in the lower-left and Reload/Shoot buttons in the lower-right. The core loop is to survive for 60 seconds while shooting approaching zombies. Begin each shift with 12 rounds loaded and 48 reserve rounds. A shot consumes one loaded round and creates a small glowing yellow projectile traveling toward the aim direction. Do nothing if the magazine is empty, while reloading, or the game is not active. Press R or the Reload button to reload; reloading takes about 1.15 seconds, fills the magazine up to 12 from reserve, and consumes the needed reserve ammunition. Do not allow reload when already full, already reloading, or out of reserve ammunition. Zombies require two projectile hits to kill; each kill increments a kill/score counter. Zombies spawn around the outer area, initially four at roughly 8–12 units from the player, then continue spawning from about 11–14 units away. Cap the active zombie count at 18, and gradually reduce the spawn interval from about 1.65 seconds toward a minimum of 0.65 seconds as time passes. Use animated humanoid zombie models with a walking animation if available, gray/dark materials, shadows, and fog. Each zombie homes directly toward the player at roughly 0.55–0.81 units per second. When close, it attacks roughly every 0.55 seconds by pushing the player backward; if it gets extremely close (under about 0.85 units), the shift immediately ends. The player also has a bright warm-white/yellow spotlight mounted above and following them, aimed toward the current mouse aim point, reinforcing the “deadlight” flashlight atmosphere. The light should illuminate a limited cone in the otherwise dark arena, but it is atmospheric only: zombies are not damaged merely by being lit. Use Three.js-style soft shadows, a hemisphere light and cool directional moonlight, tone mapping, and subtle grid lines on the ground. Build a fixed HUD over the canvas. In the upper-left, show a translucent dark rounded panel with the eyebrow “NIGHT SHIFT // SECTOR 03,” the title “DEADLIGHT,” and two meters: “Ammo” showing loaded/reserve values such as “12 / 48,” and “Threats” showing the current zombie count. In the upper-right, show a matching panel with the objective countdown, initially “Survive 60s,” counting down in whole seconds to zero, plus the subtitle “The dark is moving.” Place a centered crosshair, and a bottom-center pill hint reading “WASD / arrows move · Mouse aims · Click shoots · R reloads.” On mobile, position the D-pad at bottom-left and the reload/shoot controls at bottom-right; style Shoot as a prominent coral-red button and Reload as a dark outlined button. At launch, cover the game with a centered translucent dark overlay/card. The card should say “A BROWSER SURVIVAL SLICE,” title “Deadlight,” and explain: “Your flashlight is the only safe circle in the dark. Use your rounds carefully, keep moving, and reload before the swarm closes in.” Include a coral “START SHIFT” button. Starting the shift hides the overlay, resets the timer, score, ammo, reserve, player position, and enemies. If a zombie reaches the player, stop gameplay and show the overlay with title “Shift lost,” text like “You held the line for [seconds] seconds and dropped [kills] infected. Start again and save your rounds.” and a “TRY AGAIN” button. If the player survives 60 seconds, stop gameplay and show “Dawn,” with text like “You made it through the night with [kills] kills. The sector is quiet — for now.” and a “PLAY AGAIN” button. Preserve the dark cinematic palette, rounded translucent panels, coral action color, cream headings, muted gray secondary text, and responsive layout shown in the reference.