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Arcade › Eternal Horde
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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 local 3D wave-survival shooter titled “Multiverse Zombies: Eternal Horde.” Use a fixed elevated third-person/isometric-style camera that follows the player from behind and above (roughly 13 units up and 15 units behind), looking down at the survivor and arena. The game should run in a dark nighttime fenced yard made from a large cracked-asphalt-like square floor with a visible thin street-grid pattern, dim blue-gray moonlight, deep shadows, fog, and a nearly black/navy background. Surround the starting area with four low dark walls/fences and place simple cover objects: a train-car-like rectangular cover on the left, a bus-stop-like cover on the right, a crate pile, and several barrels. Include glowing floating labels/signs such as “STARTING ROOM” and “LOCKED YARD.” Use original/CC0-style low-poly 3D assets where available: a survivor holding a gun, basic zombies, larger chubby/brute zombies, barrels and a chest; provide simple colored geometric fallback characters if assets fail. Add a small AI squadmate who follows the player and automatically shoots nearby zombies, suggesting co-op without requiring online multiplayer. The core loop is escalating undead rounds. Begin on a full-screen dark translucent title overlay with the heading “Multiverse Zombies: Eternal Horde,” a short description of a co-op-style wave survival shooter, and a prominent red “START SURVIVAL” button. After starting, show “ROUND 1,” spawn a queue of approximately 4 + 1.6 × round zombies from the arena edges, and spawn them over time. Zombies continuously chase the nearer player or AI squadmate, walk toward them, and damage the player when close. Basic zombies have increasing health and speed by round; from round 4 onward, occasionally spawn tougher, slower brutes with substantially more health and damage. When all spawned zombies are dead, award 350 points, announce the next round, and increase the horde size and speed. If the player’s health reaches zero, stop the run and display “OVERRUN ON ROUND N” with a restart overlay/button. The player starts with 500 points, 150 health, a 12-round Warden Pistol magazine and 72 reserve ammunition. Implement mouse aiming over the ground plane, WASD or arrow-key movement, click or Space to fire, R to reload, Shift to sprint, and E to use nearby stations. Shooting consumes ammunition, has a fire cooldown, launches visible colored projectile spheres, produces a brief muzzle light, and applies damage with modest spread. The starting Warden Pistol does 34 damage, fires every 0.28 seconds, has 12 rounds per magazine, and takes 1.1 seconds to reload. Award points for player kills, including a rising combo bonus while kills are chained within a short timer; brute kills give an extra bonus. Show small hit sparks/blood-colored particle puffs and occasional floating “+AMMO” rewards that add 18 reserve rounds. The AI squadmate should follow a point behind the player and fire simple projectiles at nearby zombies. Place clearly labeled interactive purchase stations around the arena, each with a glowing colored low-poly block/cylinder base, floating label, and proximity prompt. The prompt should say the station name, point cost, and “E / USE.” Stations and exact behavior: a yellow “POWER 750” switch at the southwest side costing 750 points; a purple “CACHE 950” mystery cache at the northeast side costing 950 and randomly changing the player to a different weapon, filling its magazine and giving five magazines of reserve; a cyan “OVERCHARGE 1500” station at the southeast side costing 1500, usable only after power is restored, which strengthens shots, adds reserve ammunition, and changes projectile/muzzle color to vivid magenta; a red “IRON 1000” perk at the northwest side costing 1000, setting maximum health to 165, restoring health, and giving armor damage reduction; and a green “SPARK 900” perk near the southern interior costing 900, increasing fire rate by 35%. The power station must be activated before overcharge works; if not, refund the attempted purchase and display “POWER REQUIRED.” Purchased one-time perks disappear. Also place a north gate/door labeled “LOCKED YARD” that costs 1250 to open. When bought, hide the gate, expand the playable/fog area, add a back fence farther north, display “YARD UNLOCKED,” and allow zombie spawning from the newly opened northern yard. The mystery cache can randomly select among these original weapon names and stats: Warden Pistol (34 damage, 0.28 fire rate, 12 magazine, 1.1 reload, 1 pellet); Grave Scattergun (22 damage, 0.72 fire rate, 6 magazine, 1.45 reload, 6 pellets with wide spread); Arc Carbine (21 damage, 0.13 fire rate, 24 magazine, 1.35 reload, cyan projectiles); and Void Lancer (82 damage, 0.52 fire rate, 5 magazine, 1.65 reload, narrow spread, purple projectiles). Keep weapon/ammo and perk state visible in the HUD. Use a restrained arcade-horror visual style: dark navy/black environment, red danger accents, warm gold text, cyan weapon accents, colored station glows, fog, shadows, and simple particle effects. Add a persistent HUD: upper-left panel showing Round, Points, Kills, Health percentage, Horde left (live zombies plus queued spawns), Power ON/OFF, and Yard OPEN/LOCKED; upper-right panel showing current weapon, ammo or “reloading…,” and Perks (Iron, Spark, or none). Show temporary centered announcements for rounds, purchases, cache rolls, and game over; flash a red vignette when damaged. Show a bottom desktop help strip reading “WASD move · Mouse aim · Click shoot · E buy/use · R reload · Shift sprint · survive the rounds.” Also support touch/mobile play with a virtual left movement stick and FIRE, USE, RELOAD, and SPRINT buttons positioned along the bottom corners.