Arcade › Deadlock Command
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hyuuto built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Deadlock Command yet. Play it, then tell Hyuuto what you would add next.
Deadlock Command was built by Hyuuto 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 Deadlock Command 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-playable 3D real-time tactics game titled “Deadlock Command.” Use a low-poly, stylized graveyard battlefield viewed from an angled top-down orthographic camera. The world should have a dark desaturated green ground plane with a clearly visible square grid, soft fog, directional shadows, and subdued teal/green lighting. Place a tan, faceted octagonal command post in the center. Add sparse graveyard dressing around the map: grave markers toward the northwest and southeast, an altar stone to the east, and a line of fence pieces along the far/northern edge. Start with six small green mercenary figures arranged in two rows of three just south of the command post. Each mercenary is a simple rounded/capsule low-poly body with a dark teal helmet/head, casts a shadow, has 100 HP, and can be selected. Implement an RTS selection system: pressing and dragging on the battlefield draws a selection rectangle and selects mercenaries whose projected screen positions are inside it; show a mint-green circular ring under each selected unit. Clicking the ground while one or more units are selected assigns movement destinations, with selected units spread into a compact formation rather than all occupying exactly one point. Mercenaries move toward their assigned destinations and automatically target and fire at the nearest living zombie within approximately 5.3 world units. Show small glowing yellow projectile spheres traveling from the unit to its target. Each shot deals 18 damage and units fire about every 0.48 seconds. Mercenaries rotate toward movement directions; dead mercenaries disappear and are removed from the selection. Spawn hostile zombies continuously from random points around the outer battlefield, roughly 13–16 units from the center. Zombies are simple red/maroon low-poly rounded figures with two small glowing yellow eyes. They move toward the nearest living mercenary. When close enough, they attack about every 0.8 seconds for 12 damage; zombies have 35 HP, move at roughly 0.45–0.63 units per second, and are removed when killed. Increase spawning slightly as waves rise: the first spawn interval is about 1.25 seconds and decreases with wave number but never below about 0.32 seconds. Every 24 seconds advance the wave and immediately add up to three extra zombies, with the number based on the current wave. Award an internal score for each zombie killed. The goal is to protect the central command post and keep the mercenaries alive. End the game when any living zombie reaches within about 1.15 units of the command post, or when all mercenaries are dead. On defeat, stop gameplay and show a centered dark translucent modal reading “Command post lost,” followed by “The horde broke through. Score [score].” and a mint “Deploy again” button. Provide a “Restart” button at all times that resets wave, score, enemies, timers, unit positions, and game-over state. Overlay the game with a fixed, dark translucent glass-like HUD. In the upper-left, show “DEADLOCK COMMAND” in mint uppercase lettering, the status “Hold the line” (changing to “Fall back” after defeat), “Wave 1” with the current wave, and “Threats 0” with the current number of living zombies. In the upper-right, show a help panel titled “RTS controls” explaining: drag a box to select mercenaries, click the ground to move them, and they auto-fire at nearby zombies; also explain WASD/arrows pan the camera and mouse wheel zooms. Along the bottom, show “Selected: 0 mercs” with the live selection count, centered helper text “Protect the command post,” and the Restart button. Use rounded panels, thin pale borders, compact system sans-serif typography, mint-green accents, amber status text, and responsive behavior that hides the help panel and secondary hint on narrow screens. Support WASD and arrow keys to pan the orthographic camera across the battlefield, and mouse-wheel zoom constrained between a close and distant view. Keep the camera angled above the ground, with a broad tactical view and the command post near screen center. Use Three.js-style 3D rendering with antialiasing, shadows, fog, capsule/sphere/cylinder primitives, and a restrained dark green night-command aesthetic. Do not add unrelated weapons, resources, character classes, health bars, buildings, or additional objectives that are not described here.