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Arcade › Drop Zone

Drop Zone

  • 3d
  • third-person
  • survival
  • shooter
  • zombies
  • wave-based
  • low-poly
  • mobile-friendly
0
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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. Kavita Sonkar built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Drop Zone yet. Play it, then tell Kavita Sonkar what you would add next.

Make your own game

Drop Zone was built by Kavita Sonkar 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 Drop Zone 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 Drop Zone

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 third-person low-poly 3D survival shooter called “Drop Zone.” The player is a stylized survivor holding a rifle, viewed from behind and slightly above with a perspective camera following at roughly 7.5 units distance. Build a square ruined arena about 60 by 60 units: a green-brown ground plane, a wide gray road running through the center, dark solid perimeter walls, several brown crates, blue/gray metal barrels, scattered red blood patches, dead trees around the edges, and gray rocks. Use soft shadows, a pale blue sky/background with distance fog, and a simple Quaternius-style low-poly zombie-apocalypse art direction. Light the scene with bright cool ambient light plus warm directional sunlight and visible character/object shadows.

The core loop is offline wave survival. Start the player near the center of the road with health 100, score 0, wave 1, and five zombies spawning around the arena edges. Each wave contains 3 + (wave number × 2) zombies, spawned from positions around the eight arena edges/corners with small random offsets. Zombies are animated low-poly humanoids that continuously run toward the player. When within approximately 1.55 units, they stop, play an attack animation, and damage the player every roughly 0.8–1.25 seconds for 7 + wave × 0.4 health. Zombies start with 70 health plus 14 per wave, move at about 1.6 + wave × 0.12 units/second with slight variation, and should play run, hit reaction, idle attack, and death animations.

The rifle fires automatically at the nearest living zombie, with no manual aiming or shooting button. Check for targets within 18 units and fire about every 0.28 seconds. Show a brief orange/yellow tracer from the player’s rifle/muzzle to the target; each shot deals 34 damage and makes the survivor face the target. On death, a zombie plays its death animation, awards 100 score, and has a 35% chance to leave a floating glowing cyan octahedron med-supply pickup. Pickups spin and bob above the ground; collecting one within about 1.4 units restores 20 health up to 100 and awards 25 score, accompanied by a short pickup sound and the message “Med supply +20.” When all zombies in a wave are dead, increment the wave, restore 18 health up to 100, play a pickup/clear sound, briefly display “Wave [number] incoming,” and immediately spawn the next larger wave.

Movement must work with WASD and arrow keys on desktop and automatically provide a left virtual joystick/touch movement control on mobile. Keep the player moving as the main survival tactic. Use third-person movement with a movement speed around 7, gravity, and the player’s run/walk/idle rifle animations based on movement. The player should face their movement direction, while auto-fire can rotate them toward the nearest target. If health reaches zero, stop gameplay, play the player death animation, and show a dark centered overlay reading “Run ended” with “Score [score] · Reached wave [wave]” and a “Restart run” button. Restart resets health, score, wave, enemies, pickups, player position, and begins wave 1 again.

Add a fixed translucent dark HUD over the game. In the upper-left, show four rows labeled HEALTH, WAVE, SCORE, and ENEMIES with bright numeric values; initialize to 100, 1, 0, and 5. On desktop, show an upper-right dark hint card reading “Offline survival” and “Move with WASD or the left joystick. The rifle auto-fires at the nearest zombie — keep moving and survive the next wave.” On narrow/mobile screens, place this hint near the lower-right to avoid the upper-left stats. Put temporary rounded dark notification pills near the top center on desktop or above the mobile controls, for wave announcements and damage such as “-7 HP.” Use rounded panels, muted blue-gray labels, white numbers, subtle borders, blur/transparency, and responsive sizing. Include a loading overlay titled “Drop Zone” while assets load and a load-error overlay if loading fails. The finished game should be playable immediately after loading and should expose equivalent runtime state for player position, health, score, wave, remaining enemies, pickup count, and game-over status if the engine supports debug/state hooks.

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