Skip to content

Arcade › Graveyard Hold

Graveyard Hold

  • 3d
  • first-person
  • zombie-shooter
  • survival
  • wave-based
  • arcade
  • horror
0
Remix it Discord

2 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. fordhaegelin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Graveyard Hold yet. Play it, then tell fordhaegelin what you would add next.

Make your own game

Graveyard Hold was built by fordhaegelin 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 Graveyard Hold 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 Graveyard Hold

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 dark, atmospheric first-person Three.js zombie survival shooter titled “Graveyard Hold.” Use a large square graveyard arena enclosed by low gray perimeter walls, with a nearly black blue-gray night sky, heavy dark fog, a pale moon high in the distance, sparse silhouetted trees beyond the arena, scattered wooden crates, and eight chunky square cover blocks around the edges. The ground is flat, charcoal gray and lightly lit by cool moonlight. Render with a low-poly, minimalist style, strong shadows, muted colors, and subtle vignette around the screen.

The player begins in the center holding a visible low-poly pistol in the lower-right foreground. Use a first-person perspective with mouse look and pointer lock: show “CLICK TO LOCK POINTER AND START” before play. WASD moves relative to the camera, mouse aims, Shift sprints on foot, and movement has slight camera/gun bob. Keep the player inside the approximately 84-unit arena bounds and collide against cover and crates. Left mouse click or Space fires; Escape releases the pointer. Display a simple white plus crosshair at screen center, a brief white hit marker on successful hits, a red edge damage flash when hurt, and a brief muzzle flash at the weapon barrel.

Make the game wave-based and endless: start at Wave 1, spawn one large boss at the beginning of every wave, then spawn a growing number of regular enemies (14 + 6 per wave) from outside the arena. Start the next wave after all scheduled enemies and the current boss/minions are gone. Track score and award points for kills: walkers 100, runners 130, shooters 150, bosses 650. The player loses when health reaches zero; show a centered translucent “YOU DIED,” final score, and “Click to restart,” and clicking restarts at Wave 1 with the pistol and reset resources.

Implement four visibly distinct low-poly zombie enemy types. Walkers are green-gray humanoids with capsule-like bodies, spherical heads, rectangular arms and legs, balanced movement and health. Runners use the same form but move faster and attack more frequently. Shooters are purple-gray humanoids that stop at range and periodically launch glowing purple toxic orb projectiles toward the player. The boss is a much larger dark magenta humanoid with oversized body parts, a large health pool, and a prominent purple/magenta boss health bar. Bosses pursue the player and periodically use three special attacks: a ground slam with a large expanding purple impact pulse that damages nearby players, a charge after a warning, and a summon that creates several walkers/runners. Regular enemies have melee attacks, while the boss has stronger melee and charge damage. Enemies should face the player, animate arms and legs while moving, flash red briefly when hit, and use simple collision-distance combat.

Give the player unlimited-ammo weapons unlocked progressively from glowing chests placed around the graveyard. Start with only Pistol unlocked. The weapon slots and unlock order are: 1 Pistol, 2 Rifle, 3 Shotgun, 4 SMG, 5 Ray Gun, 6 G-Launcher, 7 RPG, 8 Minigun. Press number keys to switch only to unlocked weapons. Chests are wooden low-poly boxes with bright orange-gold emissive bands/glowing tops, scattered at positions around the arena; approach within range and show a contextual prompt such as “Press E for Rifle,” then press E to open the chest, unlock and automatically equip that weapon. Spawn several available unlock chests as waves progress. Represent the active weapon as a changing low-poly gun model in the lower-right foreground. Pistol is semi-automatic; rifle, SMG, ray gun, and minigun are automatic while held; shotgun, grenade launcher, and RPG are slower single-shot weapons. All weapons have unlimited ammunition, so the HUD should show the weapon name followed by infinity (for example, “Pistol ∞”).

Weapon behavior: pistol is accurate single-target hitscan; rifle is fast accurate automatic hitscan; shotgun fires a wide spread of eight pellets; SMG is very rapid with moderate spread; ray gun fires a bright cyan piercing beam that can hit up to three enemies; grenade launcher fires a slow arcing explosive projectile; RPG fires a heavy rocket with orange glow and splash damage; minigun fires extremely rapidly with spread and visibly rotating barrel bundle. Use weapon-specific low-poly colors and recoil, muzzle flashes, and simple synthesized firing/explosion/hit sounds if audio is available. Explosive weapons and grenades create expanding colored blast spheres and damage all zombies within radius, with some minor self-damage possible.

Add throwable grenades: press G to throw one toward the crosshair with an arcing trajectory, gravity, a short fuse, green glow, and area explosion. Start with 3 charges, limit to 5, and show grenade count in the HUD. Collectible pickups appear at fixed positions each wave and may drop from defeated enemies. Use four clearly colored floating/rotating low-poly pickups: red medkits restore 35 health up to 100; blue armor shards restore 40 armor up to 100 and armor absorbs damage first; green grenade pickups restore 2 grenades up to 5; yellow glowing damage-boost crystals increase weapon damage by 50% for 10 seconds. Show armor, grenade count, and active boost countdown in the HUD.

Place a red motorcycle near the center-right of the graveyard, built from a simple red body, dark seat, and two dark wheels. Approach and press E to mount it; press E again to dismount. While mounted, retain first-person view and movement controls but increase speed substantially (about 16 versus 6.8 walking, with sprint about 9.8 on foot), rotate the bike to face the player’s direction, and position it beneath/behind the camera. Show contextual “Press E to ride motorcycle” or “Press E to dismount bike.”

HUD styling: fixed overlay with a red horizontal health bar at top-left; centered top text for “WAVE 1” and “SCORE 0,” with a smaller line for “Armor 0 · Gren 3” and optional boost timer; top-right active weapon and infinity ammo in large white text. When a boss exists, show a wide centered purple-to-pink boss bar beneath the top HUD labeled with boss name and current health. At the top-center before play show the pointer-lock start message. Near the bottom show controls: “WASD move · Mouse aim · Click/Space fire · G grenade · E chest/bike · 1-8 weapons.” Display short status messages such as “Wave 1 incoming,” “Survive the wave,” “Rifle unlocked,” “Boss ground slam!”, “Boss charge!”, “Boss summoned minions!”, and pickup notifications. Use clean uppercase sans-serif typography, translucent black panels, thin light borders, white text, and gold for interaction prompts. Ensure the crosshair remains visible and the overall presentation matches a bleak, sparse, shadowy nighttime graveyard rather than a brightly lit scene.

More free browser games

Browse the whole Arcade →