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Arcade › Gravefront
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Regional Criminal built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Gravefront yet. Play it, then tell Regional Criminal what you would add next.
Gravefront was built by Regional Criminal 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 Gravefront 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 game titled “Gravefront,” a top-down/angled 3D zombie wave-survival shooter in a dark, stylized low-poly moonlit arena. Use a perspective follow camera positioned high above and behind the player, looking down at the survivor and the ground; smoothly follow the player. The arena is a circular muddy/dark-green ground area with fog fading into a nearly black blue-green background, a ring of small boundary posts around the edge, scattered flat gray grave markers, and scattered cover props made from wooden crates and dark barrels. Light the scene with cool moonlight and soft shadows. The player is a small bright yellow-green stylized survivor with a dark vest and a compact dark rifle, centered in the arena. The player moves continuously with WASD or arrow keys, or with a mobile virtual joystick; clamp movement inside the circular arena. Aim toward the mouse/touch cursor projected onto the ground, rotate the survivor toward the aim point, and fire with mouse click, J, Enter, or a large mobile FIRE button. The pistol shoots glowing yellow bullets forward at a fixed speed, with a fire-rate cooldown. Bullets have limited lifetime and disappear at the arena edge. Add a dash activated by Space or a mobile Dash button: move 2.5 units in the movement direction (or toward the aim if stationary), clamp to the arena, grant brief invulnerability, use a short cooldown, and show a small blue particle burst. The goal is to clear each wave of zombies. Wave 1 contains 7 + wave number × 4 total spawns (11 on wave 1); spawn enemies one at a time from just outside the arena, with later waves spawning faster and increasing enemy stats. Zombies automatically pursue the player and deal contact damage on a cooldown. Include four enemy variants with visibly different tint/scale and labels: basic Walker, green zombie with moderate health and speed; Runner, bright yellow-green and faster with lower health; Tank, reddish and larger, slow, high-health, and heavy melee damage; and Spitter, purple-tinted with moderate health that periodically launches a glowing purple acid projectile at the player when within range. Make the zombies use stylized zombie 3D models if available, otherwise simple low-poly fallback figures. Acid projectiles travel toward the player, damage on contact, then vanish. On hits and deaths, show colored square particle bursts, play a light impact sound, and briefly show floating labels such as enemy type, score gain, or damage feedback. Each kill increments Kills and Score: basic 10, Runner 16, Tank 30, Spitter 24. When all wave spawns are completed and every zombie is dead, pause the action and present an upgrade selection overlay with exactly three randomly selected choices. Choices are: “Hollow Points” (+1 bullet damage), “Fast Trigger” (+25% fire rate), “Shotgun Split” (+2 projectiles and wider spread), “Piercing Rounds” (bullets pass through one additional zombie), “Adrenaline Boots” (+14% movement speed), and “Field Medkit” (+25 max health and heal 35 health). After choosing, resume and start the next wave. The initial weapon is a Pistol with damage 1, fire rate 4.1, one projectile, no spread, and no pierce. When projectiles exceed one, label the weapon Scattergun. Use a clean dark HUD over the game with translucent nearly black rounded panels and pale green accents. At top left show “Kills: N Score: N,” a horizontal health bar with a lime-to-red gradient, and weapon text such as “Pistol · Damage 1 · Rate 4.1.” At top right show “Wave N” and the number of enemies left, including not-yet-spawned enemies plus active zombies. Briefly display centered messages such as “Wave 1 incoming,” “Wave cleared,” upgrade notifications, and “-N HP.” On desktop hide the mobile controls; on touch devices show a translucent circular joystick at bottom left with a lime knob, a blue circular Dash button near bottom center-right, and a large red circular FIRE button at bottom right. Use pointer/touch events so the mobile controls remain tappable above the renderer. Start with a full-screen overlay card titled GRAVEFRONT in bright yellow-green, explaining wave survival and controls, with a “Start Wave” button. When health reaches zero, stop gameplay and show an “Overrun” overlay with the wave and kill result plus a Restart button. Maintain a stylized low-poly 3D aesthetic: dark green ground, cool blue-black night ambience, bright lime player/HUD highlights, red fire controls and damage effects, blue dash effects, purple spitter attacks, and soft cast shadows. Implement the game as a playable Three.js ES-module page and expose getGameState/setGameState hooks for state inspection and patching.