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Deadzone Barrage

  • 3d
  • top-down
  • shooter
  • zombie
  • survival
  • arcade
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Memo tv built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Deadzone Barrage was built by Memo tv 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 Deadzone Barrage 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.

Read the build brief for Deadzone Barrage

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 playable 3D top-down zombie survival shooter titled “Deadzone Barrage.” Use a Three.js-style perspective camera looking down at a square dark industrial arena, with the camera positioned high and slightly behind the player and continuously looking at the player. The scene should have a charcoal blue-gray ground plane about 42x42 units, a subtle square grid, soft fog fading into a very dark blue-black background, shadows, and moody cool lighting with a warm directional light. Place a glowing/pulsing gold circular reward zone at the arena’s center: a thin gold ring about 3 units in radius with a faint translucent brown-gold filled disc.

The player is a small stylized low-poly survivor near the lower/southern side of the arena, built from simple geometry: blue sleeveless/armored cylindrical body, flesh-colored spherical head, dark visor, and a rifle. The survivor aims in the direction of the mouse/touch cursor and rotates toward that direction. Place fourteen simple low-poly brown barrels as cover, arranged in two rows near the far north and south edges, with seven per row.

Spawn seven animated humanoid zombies around the outer arena at the start, then continually spawn more from random directions at a distance of roughly 17–22 units. Use a recognizable animated zombie character model with a looping walk animation, and make zombies move directly toward the player. Zombies become progressively faster with the wave. If a zombie reaches within about 1.15 units of the player, immediately end the run with an “OVERRUN” game-over panel showing the score and wave, plus a RESTART button.

The core mechanic is twin-stick-like movement and cursor aiming: support WASD and arrow keys for movement, with a top-down movement speed around 4.3, and clamp the survivor inside the arena bounds. On desktop, click the arena to fire toward the cursor; Space also fires. On touch devices, touching the arena aims and a large red circular FIRE button at bottom-right fires, including press-and-hold automatic firing. There is no finite ammunition: the HUD displays “AMMO ∞.” Fire a bright small yellow projectile from the survivor’s weapon, with a short cooldown (about 0.22 seconds for the base sidearm), slight random spread, and projectile travel speed around 29 units/second. Projectiles disappear on impact, after about 1.3 seconds, or beyond the arena. Show a brief orange spark burst at impacts.

Each zombie starts with about 1.75 health at weapon level 1, requiring multiple hits; successful kills add 100 score and one kill toward upgrade progress. Zombies should play a death animation if available, then fall/tilt sideways and shrink away over about 0.9 seconds. Whenever a projectile crosses into the gold circular zone (within approximately 3.05 units of the center), remove that projectile and award 25 score plus one zone-shot toward upgrade progress. The zone is a bonus target, not a safe area. Display the current zone progress as “ZONE 0/12” and update it for shots entering the ring.

Track waves, score, zone shots, kills, and weapon level. Spawn intervals begin near 4 seconds and shorten as the wave increases, with a minimum around 1.8 seconds. Once the internal zombie count exceeds about 22, advance the wave; wave number affects zombie speed and health pressure. The initial weapon is named “SIDEARM.” Show a dark translucent rounded HUD panel across the top with readable fields: WAVE, SCORE, AMMO ∞, ZONE x/12 on the left, and SIDEARM on the right. Under the weapon name show “Next upgrade: N zone shots or N kills,” counting down from 12 zone shots or 8 kills. When either threshold is reached, show a gold “UPGRADE WEAPON” button at bottom-left. Clicking it raises weapon level, resets zone-shot and kill progress, and changes the weapon label through “CARBINE,” “BATTLE RIFLE,” and “DREADNOUGHT” (cap at the final label). Higher levels fire faster, have less spread, travel slightly faster, and make zombies require slightly more health damage.

Use the visual presentation shown: dark blue/gray arena, grid lines, fog, low-poly assets, warm gold reward ring, bright yellow projectiles, orange hit sparks, and polished glass-like HUD panels with rounded corners and subtle shadows. Include a bottom-center instructional panel reading “WASD / arrows to move · mouse or touch the arena to aim · click to fire · hit the gold zone for bonus weapon progress.” On mobile show the red FIRE button; on desktop hide it. Keep the game focused on constant movement, aiming, shooting zombies, and deliberately sending some shots through the center gold zone for bonus upgrade progress.

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