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Arcade › Dreary Town
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Smoke Dog built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dreary Town yet. Play it, then tell Smoke Dog what you would add next.
Dreary Town was built by Smoke Dog 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 Dreary Town 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 playable browser game titled “Dreary Town,” a dark 2.5D isometric survival shooter. Use an orthographic camera tilted downward at roughly a 55-degree angle and rotated diagonally, following the player across a square 38-by-38 town. Render a nearly black-blue scene with exponential fog, a grimy subtly varied charcoal ground, soft moonlike blue lighting, and simple low-poly geometry with shadows. The player is a small investigator/survivor centered in the camera view: a dark coat/cylindrical body with a muted blue torso and a handgun extending forward. Give the player 10 maximum HP and infinite ammunition. Move with WASD on desktop, using movement relative to the isometric camera. Aim with the mouse by projecting the cursor onto the ground; show a pale blue ring crosshair at the projected aim point. Hold left mouse to fire repeatedly, with a shot interval of about 0.13 seconds. Bullets are small bright spheres traveling toward the player’s facing direction at high speed, disappearing after a short lifetime or when they hit scenery or a zombie. Implement the distinctive Strategy/Strafe mechanic: normally the player faces the current movement direction; while holding right mouse or either Shift key, the player faces the mouse aim direction while moving, allowing strafing, and moves very slightly slower. Include equivalent mobile controls: a large virtual joystick on the lower left, plus large STRATEGY and SHOOT buttons on the lower right. On touch devices, use the right-side touch position for aiming. Prevent the right mouse context menu. Build a low-poly abandoned town around the player. Place about 22 irregular dark rectangular buildings around the outer ring, with varied widths, depths, and heights. Scatter roughly 14 simple abandoned cars made from low rectangular body boxes and smaller dark upper boxes, plus around 26 small dark debris blocks. Treat buildings, cars, and debris as circular collision obstacles for player, zombies, and bullets; keep the player inside the town boundary. Leave the central starting area open. Use dark gray/navy materials and fog so distant objects fade into the gloom. Start with 8 zombies at unobstructed points near the four edges of the map. Zombies are slow green low-poly humanoids made from a capsule-like body and a small spherical head. Each has 3 HP, moves toward the player at about 2.0–2.6 speed, and avoids obstacles using the same simple collision handling. Bullets deal 1 damage, so three hits kill a zombie. On death remove it and increment the kill count. Every 10.5 seconds spawn another wave from the map edges; wave size is 1 plus an extra zombie for every 25 seconds survived, capped at 5 extra. Zombies attack when within close range (about 0.85 units), dealing 1 HP, then knock the player backward strongly and pause/stun themselves for about 0.45 seconds, with a 1.2-second bite cooldown so they do not continuously bite. When HP reaches zero, stop gameplay and show a centered dark overlay reading “You Died,” “Press R to restart,” and a RESTART button; R and the button reload/restart the game. Hide 7 white floating medkits around the town, each a small white box with a bright red cross made from two red bars. They gently bob and rotate. Picking one up removes it and heals 5 HP, capped at 10; briefly show a status message such as “+5 HP (Medkit)” or “Medkit found (HP full).” Avoid placing them inside obstacles or the open center. Add a minimal HUD over the world. At the upper left show the large spaced title “DREARY TOWN,” then an HP readout in the form “HP 10/10” followed by a block health bar using filled and unfilled square characters. At the upper right show “KILLS 0 SCORE 29” style text. Score should be floor(time survived * 10) plus 50 per zombie killed. Under the HP/title area show the control legend: “Move WASD • Aim Mouse • Shoot LMB • Strategy/Strafe Hold RMB (or Shift),” with the action words bold. Use a clean bold sans-serif font, pale gray/white text, thin translucent borders, and a very dark translucent UI style. On mobile, the joystick should be a large translucent circular base with a smaller knob, and the STRATEGY/SHOOT buttons should be large outlined dark rectangular buttons stacked vertically. Keep the atmosphere bleak, sparse, foggy, and readable while preserving the simple low-poly isometric survival-shooter presentation.