Arcade › Flashlight Horde
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Harlan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Flashlight Horde yet. Play it, then tell Harlan what you would add next.
Flashlight Horde was built by Harlan 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 Flashlight Horde 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.
Recreate "Flashlight Horde" as a dark, minimalist 3D top-down arena survival shooter. Use a Three.js-style perspective camera above the player at roughly (0,22,0), looking down at the origin, with a 60-degree field of view and dark green-black fog. The world is a square 36-by-36 playable arena on a large dark green ground plane, enclosed by simple wooden plank fences. Lighting should be very dim: low green ambient/hemi light plus a faint cool directional light, so most of the scene is nearly black except for the player’s warm yellow flashlight beam. Place a handful of tree models as static obstacles around the arena (approximately at (-10,-8), (9,-9), (-8,11), (11,7), (0,-12), and (-13,3)), and use low-poly/free 3D asset styling. The player is a soldier character viewed from above, carrying a pistol. Start at the arena center with 100 health, 30 ammo, score 0, and wave 1. The character aims toward the mouse cursor projected onto the ground and rotates to face that direction. Attach a warm yellow SpotLight to the player, with a visible translucent pale-yellow cone extending forward about 18 units; the beam can be toggled on and off with F. Movement is top-down free movement using WASD at about 7.5 units/second, with no gravity, and clamp the player inside the arena boundary. On desktop, left mouse click fires toward the player’s facing direction. Shots have a 180 ms cooldown, consume one ammo, and appear as small glowing yellow spheres travelling forward at about 28 units/second for up to 1.6 seconds, with a brief bright muzzle-flash sphere. Press R when ammo is low (below 5) to grant/reload 10 rounds, capped at 30; do not add a reload animation. Enemies are animated low-poly male zombies. Each zombie starts with 3 health, moves directly toward the player at about 2.2–2.8 units/second, and faces its movement direction. A bullet hit within about 1.4 units removes one health; killing a zombie gives 10 score and removes it. When within about 1.8 units of the player, a zombie attacks at most once every 700 ms and deals 12 health damage, while being pushed back slightly. When health reaches zero, show the game-over overlay and stop gameplay/control updates. The overlay is a centered dark translucent panel with red “Game Over,” the message “You were overwhelmed.” and a red Restart button that reloads/resets the game. Initialize a few zombies around the player (roughly (-12,-12), (13,12), and (-10,9)); after a short startup delay, spawn the first wave. Waves are triggered when all zombies are gone, after about 1.5 seconds: wave N spawns min(4 + N*2, 14) zombies around a ring near the arena edge, then increments the wave number. Also periodically spawn individual zombies from random arena edges, with the interval becoming shorter as the wave increases, while limiting the active count to about 3 + 1.5*wave. Begin with two ammo crates at approximately (-6,6) and (7,-5); touching a crate within 2.2 units removes it and restores 12 ammo, capped at 30. If fewer than two crates remain, occasionally spawn another at a random location inside the arena (about every 18 seconds). Animate the soldier idle and zombie walk/run animations, and enable shadows on characters, props, and the ground where supported. Overlay a fixed HUD across the top with four separated semi-transparent black rounded stat boxes: “Wave: 1”, “Health: 100”, “Ammo: 30”, and “Score: 0”, updating continuously. Use large white sans-serif text, matching the very dark presentation. At the bottom center show a small semi-transparent black rounded instruction panel reading exactly: “WASD move • Mouse aim • Click to shoot • F toggle flashlight”. Make it responsive for a tall mobile viewport as well as desktop, but retain the desktop WASD/mouse controls shown by the game. The overall visual tone is sparse, shadowy nighttime survival horror: dark green ground and fog, barely visible fences/trees/zombies, with the warm flashlight cone and yellow bullets providing the main illumination.