Arcade › Deadlight Squad
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Andrey Mozingo built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Deadlight Squad yet. Play it, then tell Andrey Mozingo what you would add next.
Deadlight Squad was built by Andrey Mozingo 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 Squad 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.
Recreate “Deadlight Squad” as a browser-based, top-down 2D zombie holdout for one or two local survivors. Use a full-screen HTML canvas with a dark navy/blue-black interface and playfield, plus a fixed HUD made of translucent dark panels with thin blue-gray borders, rounded corners, soft shadows, pale text, mint-green accent, pink danger accent, and yellow wave/scrap highlights. The camera is a fixed overhead view of the entire screen rather than a scrolling world. The arena begins below the top HUD at about y=60 and is a dark blue-gray tiled/grid floor with lines spaced roughly 48 pixels apart and scattered simple blue-gray rectangular rubble/obstacle markings. Do not make the rubble collision objects; it is visual decoration. The top-left HUD panel reads “DEADLIGHT SQUAD” and shows Wave, Score, Scrap, and HP. Put SHOP and PAUSE buttons in the top-right. On mobile, show a large translucent circular virtual joystick at bottom-left and a circular pink-red FIRE button at bottom-right. The start overlay covers the arena with a dark translucent backdrop and a centered rounded panel. It displays the title “Deadlight Squad”, the subtitle “A top-down zombie holdout for one or two survivors.”, and buttons START RUN, CO-OP: ON, ONLINE TAB CO-OP, SERVER CO-OP, and OPEN SHOP. Include instructional text: P1 uses WASD + mouse, P2 uses arrow keys (the original UI also mentions numpad 0), and phones use joystick + FIRE. The main player can move with WASD or the virtual joystick. Movement is normalized and constrained within the arena, with a speed around 185 pixels/second. Aim/fire with mouse click/tap or the mobile FIRE button; also implement the game’s characteristic nearest-enemy auto-aim so the active survivor continually targets and fires at the closest zombie. Shots have a brief cooldown around 0.16 seconds, travel as small bright yellow circular bullets at high speed, and leave the player in the direction of aim. Start a run with Wave 1, score 0, HP 100, clear enemies/projectiles/drops, and place the two survivors near the center. Spawn zombies continuously from random off-screen edges. Spawn intervals become shorter as waves rise, with a minimum of about 0.18 seconds. Every 25 seconds advance the wave and spawn an extra burst of wave+2 zombies. Zombies home toward the nearer active survivor. Use two visible enemy types: ordinary walkers are small green circles with dark square eyes and a pale mouth; brutes are slightly larger dark mauve/purple circles with the same simple face. A zombie has roughly 2+floor(wave/3) hit points, moves at about 25+wave*2 plus a random amount, and damages a survivor on contact with a cooldown: walkers deal 5 HP and brutes deal 10 HP. Add brief invulnerability after damage, screen shake, and remove the run when the primary player reaches zero HP. Display a run-ended message on the start overlay with points and zombie kills, allowing START RUN to try again. Bullets collide with zombies, reduce their health, and create a short-lived yellow hit particle. Killing a walker gives 10 score and 2 scrap; killing a brute gives 35 score and 5 scrap. Spawn a glowing yellow scrap pickup at every kill; it lasts several seconds and gives 3 additional scrap when either survivor comes within pickup range. Persist scrap and unlocked/equipped cosmetics in browser localStorage. The HUD should update wave, score, scrap, and HP in real time. Draw a small bottom hint such as “P1 auto-aims nearest zombie · click/tap to aim”. Draw survivors as compact stylized top-down cartoon figures with a shadow ellipse beneath them, dark outlines, and a horizontal HP bar above each character. The default primary character, Ranger Nova, has a cyan/light-blue head and body, dark navy field-jacket torso, pale face, dark visor/hat, and a small gold weapon/arm detail. The second survivor is a white-and-green medic-style character by default, with a white head, dark green torso, red medical cross, and tan arm detail. Give P1 a mint HP bar and P2 a lavender HP bar. Include a local second player when co-op is enabled: P2 moves with arrow keys and auto-aims/fires at the nearest zombie. If co-op is turned off, hide/deactivate P2. Preserve the local two-player feel rather than requiring an online server. Implement the Survivor Locker shop opened by SHOP or OPEN SHOP. It is another centered dark panel titled “Survivor Locker”, with the subtitle “Spend scrap on field-ready looks with unique silhouettes.” and a BACK button. Show a four-column grid of selectable character cards, each with a small canvas preview, name, price, and description; selected cards have a mint outline. The actual cosmetics are: Ranger Nova (free, “field jacket + visor”), Hazmat Echo (80 scrap, “sealed suit + tanks”, bright yellow-green sealed body and tanks), Ronin Ash (140 scrap, “mask + shoulder guard”, pink/dark samurai silhouette), and Medic Pulse (220 scrap, “armor + medpack”, white armor with a red medical cross). Include an EQUIP SELECTED button and a scrap/status message. Buying deducts scrap, unlocks the skin, persists it, and equips it for P1; insufficient currency says “Need more scrap.” Include pause/resume behavior via the PAUSE button and P key, changing the button label to RESUME and freezing simulation. For co-op presentation, include the visible ONLINE TAB CO-OP option using a browser BroadcastChannel room-code flow, and a SERVER CO-OP option using a WebSocket URL and room code, but keep these as optional connectivity features around the core playable local game. Maintain the minimalist vector/canvas art: no textures, no photorealism, only geometric characters, circles, simple faces, grid floor, particles, and HUD panels. Ensure it works responsively on desktop and touch devices, with pointer/touch controls and no page scrolling.