Appearance
Arcade › Neon Kino
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Linda McRobie built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Neon Kino yet. Play it, then tell Linda McRobie what you would add next.
Neon Kino was built by Linda McRobie 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 Neon Kino 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 browser-based first-person 3D survival shooter titled “Neon Kino,” built with a Three.js-style WebGL renderer. The player is a first-person camera in a compact theater arena and must survive endless round-based waves of green capsule-shaped zombies. Use a moody, clean low-detail visual style: very dark navy/black surroundings with purple-blue ambient illumination, soft fog, warm orange light aimed at the stage, and a violet rim light from behind. Geometry should be readable, simple, and blocky rather than highly detailed. Arena layout: make a rectangular enclosed theater floor bounded approximately from x=-26 to 26 and z=-32 to 20, with tall perimeter walls. Put the player at the front/near side around (0, 0, 10), looking toward the back stage. At the far end, build a raised stage around z=-26 with a dark brown platform, a wide maroon curtain across the back and maroon side curtains, plus two simple block props on the stage. Add a dark decorative screen/frame around z=-18. Place three rows by three columns of low rectangular seating/cover blocks across the central floor, each approximately 8 wide, 3.2 deep, and 1.4 high, in dark blue-gray. At the rear/near side, add an elevated projector-booth balcony around z=16: a wide raised dark wall/platform and a narrow front railing. Treat the stage, seats, screen, balcony, props, and perimeter as solid axis-aligned obstacles for player collision. Camera and movement: use a first-person perspective camera with about a 75-degree field of view, eye height about 1.65, mouse-look yaw and pitch, pitch clamped just short of looking straight up/down, and a centered small crosshair. WASD moves relative to view direction with acceleration/friction; normal movement speed is about 5.2 and holding either Shift key sprints at about 8.0. Keep the player within the arena and push the player out of solid rectangular obstacles. Clicking the canvas should request pointer lock; Esc releases it, and clicking again relocks it. The gun is a minimal dark viewmodel visible at the lower-right: a small boxy black weapon with a colored accent that changes by weapon. Core loop: on starting, begin round 1. Spawn a wave from six possible points near the four corners/ends of the theater: approximately (-22,-28), (22,-28), (-22,18), (22,18), (0,-30), and (0,20), with small random position jitter. Spawn enemies gradually, roughly every 0.55 seconds in round 1, with later rounds spawning faster down to about 0.18 seconds minimum. Zombies seek the player continuously, steer somewhat away from one another, and make a simple effort to avoid obstacles. They are green glowing capsule-like humanoid forms, about 2 units tall, and should face their movement direction. When within about 1.25 units, they attack on a cooldown of about 0.65 seconds, damaging the player; include a brief player damage cooldown of about 0.15 seconds. Rounds scale exactly as follows: round r contains 6 + (r-1)*3 zombies; each zombie has 55 + (r-1)*18 health, speed 2.1 + (r-1)*0.12, and contact damage 7 + (r-1)*0.6. When all zombies in a wave have spawned and all are killed, wait about 1.4 seconds, then automatically begin the next round. Display the current round and the number remaining, including not-yet-spawned zombies. Killing a zombie awards 10 points. The player starts with 100 HP; health reaching zero ends the game immediately. Weapons: provide two switchable hitscan weapons. Pistol (key 1) deals 34 damage, fires about 3.5 shots per second, has a 12-round magazine, starts with 48 reserve rounds, has low spread (0.004), and reloads in about 0.95 seconds. Rifle (key 2) deals 18 damage, fires about 9.5 shots per second, has a 28-round magazine, up to 140 reserve rounds, slightly greater spread (0.008), and reloads in about 1.25 seconds. Left mouse held while pointer-locked fires repeatedly subject to fire rate; R starts reload if the magazine is not full and reserve ammunition exists. Automatically attempt reload when firing with an empty magazine. Use a camera-centered raycast with slight random spread to hit the closest zombie mesh, subtract weapon damage, flash the zombie with bright green emissive light on impact, and remove it when health reaches zero. Switching uses keys 1 and 2 and should preserve/clamp the current ammo state to the selected weapon’s magazine/reserve limits; do not switch during reload. If both magazine and reserve are completely empty at a round transition, provide a small emergency resupply so the game cannot become permanently unwinnable. HUD and screens: place a minimal upper-left HUD made of rounded dark translucent pills with thin borders. Show “Round: N,” “Zombies: N,” and “Points: N” on the first row; show “HP: N,” the selected weapon and ammo as “Pistol — 12/48” or equivalent, and a pointer-lock hint such as “Click to play” / “Click to lock mouse” / “Locked — Esc to release” on the second row. Keep a small centered crosshair. On the initial screen, show a dark full-screen overlay card with the heading “Neon Kino,” the subtitle “Round-based zombie survival in a theater arena.”, instructions for Click to lock mouse/start, WASD, left click, R, 1/2, and Shift, a blue Start button, and the tip “Keep moving—zombies surround you fast in later rounds.” Clicking the Start button or overlay hides it, resets the game, and locks the mouse. On death, unlock the mouse and show a centered dark “Game Over” card stating the round reached and “Press Enter to restart.” Pressing Enter resets to round 1. Use simple synthesized sound effects if audio is available: a short gunshot, reload tone, low hit/damage tone, and a brief ascending three-note round-start cue.