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Arcade › Deadrun City
Click the game above and it runs right here in your browser. No download, no installer, no account needed. lmoss built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Deadrun City yet. Play it, then tell lmoss what you would add next.
Deadrun City was built by lmoss 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 Deadrun City 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.
Rebuild a playable first-person 3D rooftop escape game titled “DEADRUN // CITY OF PANIC.” Use a dark, atmospheric nighttime city scene with a nearly black navy background, fog, cool moonlight, subtle red fill light, and strong shadows. The camera is a 75-degree perspective FPS camera with a tiny white plus-shaped crosshair fixed at screen center. The player is an invisible first-person runner starting at approximately (0, 5.4, 10), moving through a sequence of elevated rooftop platforms with gaps and different heights: a broad starting roof, a mid roof offset to the left and higher, a high roof farther forward, and an escape roof farther forward/right at the highest elevation. Include a large low street plane below, a low block and parking structure around the route, and dark Kenney-style commercial/industrial city buildings framing the playable area. Rooftop materials should be rough, blocky concrete in progressively lighter gray-blue tones. Place small glowing red warning beacons along rooftop edges/route, but do not make them collision obstacles. Use FPS movement with WASD or arrow keys, Shift to sprint, Space to jump, and click/mouse movement to look around. Apply gravity and a jump arc; allow the player to traverse the roofs but make dropping to the street undesirable. The movement should feel like a fast first-person escape traversal rather than combat: there are no weapons, attacks, collectibles, or visible player body. Add three hostile floating entities represented as large, flat, front-facing unsettling face images rather than modeled creatures. Their faces are pale with black oval eyes, tiny red pupils, a huge dark open smile with vertical teeth, and thin red graphic marks at the top and bottom. One “the_face” starts to the left/rear of the route around (-26,8,-4), one “the_glitch” starts ahead/right around (26,16,-30) and has extra cyan glitch bars across its face, and one “the_hunter” starts near (12,5,25). Make the sprites translucent, double-sided, without depth writing, and have them bob gently while always turning to face the camera. Each pursuer continuously homes toward the player horizontally at its own speed (approximately 7.0, 5.2, and 4.4 units/second). They should not attack with projectiles; proximity is the threat. Track a panic value from 0 to 1 based on the nearest pursuer: panic is zero when the nearest enemy is about 22 units away or more and reaches 1 when it is about 4 units away or closer, smoothly interpolated over time. Display a HUD over the game: upper-left text “DEADRUN // CITY OF PANIC” in spaced uppercase lettering; upper-right label “PANIC // NORMAL,” changing through NORMAL below 22%, ALERT below 50%, DANGER below 78%, and PANIC at higher values, above a thin outlined horizontal bar whose fill transitions from pale beige to orange-red to vivid red as panic rises. At the lower left show “ROOFTOP SECTOR 01 // KEEP MOVING,” changing to “MULTIPLE CONTACTS // DO NOT DROP TO STREET” when panic exceeds 78%. At the lower right show “WASD / ARROWS MOVE · SHIFT SPRINT · SPACE JUMP” and “CLICK TO LOOK.” Hide or reduce the hint appropriately on narrow mobile screens. Visually intensify panic with a radial black vignette whose opacity increases with panic, and briefly flash a dark red screen overlay whenever a pursuer gets within roughly 3.1 units, with a short cooldown between flashes. Keep the overall presentation minimal, cinematic, and horror-arcade-like: black/navy foggy sky, cool blue-gray rooftops, sparse emissive red hazard lights, stark white HUD typography, no menus or score, and no invented combat or progression systems.