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Arcade › Grave Grind
Click the game above and it runs right here in your browser. No download, no installer, no account needed. mike rotch built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Grave Grind yet. Play it, then tell mike rotch what you would add next.
Grave Grind was built by mike rotch 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 Grave Grind 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 “Grave Grind,” a dark low-poly psychological horror shooter played on a long ruined nighttime street. Use a Three.js-style 3D scene with a perspective camera (72-degree FOV) following the player at roughly third-person distance, but frame the view like an FPS: the road and centered crosshair dominate the screen and a chunky black hand cannon is visible in the lower-right foreground. The player is a simple low-poly survivor made from primitives: teal/green boxy jacket and torso, faceted peach head, dark blue pants, and a dark backpack; place the player at the near end of the road. Give the weapon a small dark metallic rectangular body and short gray cylindrical barrel attached in front of the player/camera. Controls: WASD or arrow keys move, Shift runs, Space jumps/ollies, left mouse click fires, and Escape releases the pointer. Movement should have gravity and jumping, with approximately 4.6 base movement speed and 7.5 jump speed. Build the environment as an endless-feeling straight cracked asphalt street extending away along the negative Z axis, using repeated street sections. The street is very dark blue-black, with pale gray-blue curbs on both sides, intermittent dashed center lane markers, and small alternating cyan/orange signal markers near the edges. Add repeated tall streetlights along alternating sides, but keep the scene ominously underlit. Add low-poly grave markers/graves along both sides of the road and repeated blocky ruined wall/building silhouettes farther out on each side. The visual style is deliberately sparse, geometric, low-poly and nearly black, with cold blue moonlight, faint cyan highlights, heavy blue-gray exponential fog, and a flashlight/spotlight aimed forward from the camera. Use a dark navy background and subdued moon/hemisphere lighting; the screenshot should feel like driving or skating into a barely visible street at night. Spawn five animated low-poly zombies down the road at approximately alternating positions: (-2.8,-9), (2.6,-15), (-2.2,-22), (2.8,-29), and (0,-36). Use a basic zombie model with a looping walk animation, scale it about 1.15, and have each zombie turn and slowly pursue the player when within 13 world units. Zombies do not visibly attack with a separate animation, but proximity increases the player’s fear: increase fear slowly while a zombie is within 13 units, more quickly within 3.2 units, and add still more pressure when closer than 1.65 units. Keep fear clamped from 0 to 100. The player shoots along the exact center crosshair with a raycast; impose about a 260 ms firing cooldown. The first living zombie intersected by the shot is killed, hidden, and awards 100 SIGNAL points while reducing fear by 18. There is no ammunition counter. HUD must be an unobtrusive fixed overlay. At the upper left show “GRAVE GRIND // PSYCHOLOGICAL FPS” in widely spaced pale blue uppercase text and beside it show “SIGNAL 0” (updating to the score after kills). Put a glowing pale-blue plus-shaped crosshair exactly at screen center. Along the bottom center show: “WASD / ARROWS MOVE · SHIFT GRIND · SPACE OLLIE · CLICK FIRE · ESC RELEASE”. Add a faint radial red danger vignette whose opacity grows with fear. When fear is above roughly 72, show a bright red message near the top-center reading “THE STREET REMEMBERS”; when the game ends replace it with “YOU BECAME THE SIGNAL.” At fear above 38, intermittently display one centered cyan glitch/hallucination phrase around the middle of the screen, chosen from “DON’T LOOK BEHIND YOU”, “THAT ZOMBIE WAS YOU”, “THE ROAD IS BREATHING”, “YOUR SIGNAL IS LOUD”, and “STOP ROLLING”. Make this text jitter, skew, and flicker more strongly as fear rises. Also overlay faint horizontal scanline/glitch bands with rising fear. Add slight camera shake when shooting, when a zombie is very close, and during hallucination events. Once fear reaches 100, set game over and keep the final red message visible. Keep the core presentation extremely dark so distant zombies and road furniture emerge only through the flashlight, cold moonlight, fog, and small luminous HUD elements.