Appearance
Arcade › Deadlight
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Antonio Blanca Duarte built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Deadlight yet. Play it, then tell Antonio Blanca Duarte what you would add next.
Deadlight was built by Antonio Blanca Duarte 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.
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 survival shooter titled “Deadlight,” rendered entirely on a full-screen HTML canvas with a dark, minimalist neon horror aesthetic. The playable world is a 2400x1600 rectangular map viewed from above, with the camera centered on the player when possible and clamped to the map edges. Paint the ground nearly black-green (#101817) over a darker background, add a subtle 80-pixel grid in translucent desaturated green, and scatter about 26 simple dark rectangular street/obstacle-like shapes across the map. There is no collision with these rectangles; they are visual dressing only. The player is a small pale mint-green circular survivor at the center of the world, radius about 15, with a dark rifle barrel extending in the direction of aim and a small warm yellow muzzle tip. Move with WASD or arrow keys at approximately 205 world units/second, clamped within the map. Aim with the mouse: the aim angle is calculated from the player’s screen position toward the mouse cursor, accounting for camera position. Left-click or Space fires. Each shot consumes one round, has a roughly 0.23 second cooldown, slight random angular spread, and launches a small glowing yellow projectile forward at high speed. Add a brief warm muzzle flash/spark burst and subtle camera shake when firing. Projectiles disappear after a short lifetime or at map boundaries. The main survival mechanic is the flashlight. Keep the whole scene extremely dark with a black translucent screen overlay, then cut out a forward-facing flashlight cone centered on the player’s aim direction, approximately 260–510 pixels long depending on flashlight charge, with an angular width around 0.84 radians, plus a small circular lit area around the player. The flashlight starts full and steadily drains over time but never below a dim minimum, so the visible cone gradually becomes shorter/darker. Add a soft dark radial vignette around the screen. The opening screen should visibly be very dark, as in a night street scene, with the flashlight revealing only a limited area. Spawn green-gray infected enemies around the four outer edges of the map. Begin with 7 enemies, then continually spawn more, initially about every 1.9 seconds and increasingly quickly over time down to no slower than 0.55 seconds. Each infected is a simple circular creature about 15–20 pixels in radius, colored muted gray-green, with two dark eyes and a pale horizontal arm/appendage line. Rotate its drawing toward the player. Enemies move directly toward the player at roughly 34–54 units/second, with speed increasing slightly as survival time passes. On contact they continuously damage the player for 24 health per second. Each enemy has 2 hit points: bullets flash it warm pale orange on impact, reduce its health, and create small orange/green spark particles; remove it after the second hit. Killing one increments the infected counter, and occasionally (18% chance) restores one reserve round, capped at 36. Give the player 100 health, a 6-round magazine, and 24 reserve rounds at the start. Show a top-right translucent dark HUD panel with “HP 100,” “AMMO 6/24,” and “INFECTED 0,” updating live; use compact white/green typography. Reload with R on desktop or a visible RELOAD touch button, taking 1.25 seconds, filling the magazine from reserve and displaying “RELOADING...” while active. Prevent firing during reload. If the player tries to fire with an empty magazine, show “PRESS R TO RELOAD” when reserve ammunition remains, otherwise “NO AMMO.” When health reaches zero, stop the game and show a centered game-over overlay titled “NIGHT CLAIMED YOU,” with text reporting the integer seconds survived and infected defeated, plus a “TRY AGAIN” button that resets the game. At startup, show a full-screen translucent black overlay with a centered rounded dark-green card, thin pale-green border, subtle shadow, and the following content: heading “DEADLIGHT” in spaced uppercase mint lettering; paragraph “Night has swallowed the streets. Your flashlight is dying, the dead are moving, and every bullet matters.”; mint button “ENTER THE DARK”; and small footer “Find the balance between seeing and surviving.” Clicking the button starts the run and hides the overlay. The upper-left HUD should always show a small translucent panel labeled “DEADLIGHT” and “Survive the dark.” At the bottom center on desktop show “WASD / ARROWS move · mouse aims · click fires · R reload.” Support touch devices with a left virtual joystick: a translucent circular pad in the lower-left with a draggable inner knob controlling movement, plus FIRE and RELOAD circular buttons in the lower-right. Hide the desktop hint and display these controls on coarse pointers. Keep the game responsive to window size and use device-pixel-ratio-aware canvas scaling. Use clean system sans-serif typography, rounded translucent HUD panels, muted green/black palette, pale mint UI, and warm yellow/orange shot and hit effects. The intended experience is a compact endless arena: survive as long as possible, keep moving, balance visibility against the dying flashlight, and conserve limited ammunition.