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Velvet Outpost 3D

  • top-down
  • shooter
  • survival
  • zombies
  • arcade
  • wave-based
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How to play

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

Discussion

Nobody has said anything about Velvet Outpost 3D yet. Play it, then tell GABRIEL COREY what you would add next.

Make your own game

Velvet Outpost 3D was built by GABRIEL COREY 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 Velvet Outpost 3D 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 Velvet Outpost 3D

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 playable top-down arena survival shooter titled “Outpost: Last Stand.” Use a fixed, orthographic 2D camera with the entire rectangular room visible and scale the game to fit the browser window while preserving the arena aspect ratio. The visual style is minimalist retro sci-fi/industrial: a nearly black background, a dark charcoal-green rectangular outpost bounded by a thick gray border, a regular 50-pixel grid of muted gray lines across the floor, and two large black rectangular interior structures on the left and right. Label the upper center “SPAWN BAY” and the lower center “EXIT LOCKED,” with a small outlined locked exit panel at the bottom. Render everything with clean canvas shapes, muted colors, thin outlines, and compact all-caps system-font labels.

Place the player at the center of the room as a small pale gray circular soldier with a dark visor/face detail and a short blue-gray gun barrel extending in the direction of aim. Aim with the mouse or pointer: the player and gun rotate toward the cursor. Move with WASD or arrow keys; on touch devices provide an on-screen directional pad. Keep the player inside the room bounds. The player has 100 HP, shown as a green horizontal health bar above the character, and loses 8 HP whenever a zombie reaches and collides with them. Zombies are round muted green creatures with dark eyes and a pale mouth, a small red health bar above them, and they continuously chase the player. Spawn zombies from one of the four inset corners of the room. Begin with wave 1 and spawn up to 5 + 2 per wave active zombies; zombie health starts at 45 plus 16 per wave, and speed starts at 42 plus 4 per wave. When the arena has no active zombies, award 100 points, increment the wave, briefly display “WAVE [number] INCOMING,” then begin the next wave. Killing a zombie awards 60 points and increments the kill counter. On reaching zero HP, stop the game and show a large centered “OUTPOST LOST” message with “Press ENTER or tap the canvas to restart”; Enter or tapping restarts the game.

Fire toward the cursor with mouse click, SPACE, or the touch FIRE button. Projectiles should be small colored circular shots moving quickly in a straight line, with brief particle bursts on impacts and deaths and a subtle screen shake effect when firing or taking damage. Start with 500 points and the M1911 equipped, with 8 rounds loaded and 32 reserve. Include these weapons and exact behavior/stats: M1911 (free, 8-round magazine, 32 reserve, 34 damage, 260 ms fire interval, low spread); CARBINE (750 points, 12 magazine, 60 reserve, 42 damage, 210 ms interval); RIPPER SMG (1200 points, 28 magazine, 112 reserve, 20 damage, 90 ms interval, wider spread); THUNDER SG (1600 points, 6 magazine, 36 reserve, 7 pellets per shot, 22 damage per pellet, 620 ms interval, very wide spread); LANCE RIFLE (2200 points, 5 magazine, 25 reserve, 130 damage, 900 ms interval, very narrow spread). Reload with R or the RELOAD touch button: immediately fill the magazine from reserve as far as available; automatically reload when a shot empties the magazine. Prevent firing with no ammo or during the weapon’s fire cooldown.

Place four wall-buy panels inside the arena: CARBINE at approximately (180,160), RIPPER SMG at (180,540), THUNDER SG at (1000,520), and LANCE RIFLE at (1000,170). Each is a dark rectangular sign with a bright weapon-specific outline and two lines showing its name and “cost PTS.” Press E or use the BUY / OPEN touch button while within interaction range to purchase and immediately equip a weapon if enough points are available. Also place a gold/brown outlined “MYSTERY BOX” sign near the upper-right area at approximately (860,170). Interacting with it cycles to the next weapon in the list and equips it; charge 950 points when the player has at least 950, otherwise charge 200 points when they have at least 200, and do nothing if they have less than 200. Use the weapon’s color for buy-panel outlines, bullets, and purchase particles: gold for M1911, teal for CARBINE, magenta for RIPPER SMG, orange-red for THUNDER SG, and blue for LANCE RIFLE.

Overlay a compact dark HUD over the canvas. At the upper left show pill-shaped labels for WAVE, KILLS, WEAPON, and AMMO, with values such as “WAVE 1,” “KILLS 0,” “WEAPON M1911,” and “AMMO 8 / 32.” At the upper right show a gold-bordered points panel reading “POINTS 500.” On initial load, show the centered title “OUTPOST: LAST STAND” and instructions: “WASD to move • Mouse to aim • Click or SPACE to fire • R to reload • E to buy/open.” At the bottom show the hint “Wall buys glow amber. The mystery crate cycles through every weapon.” For mobile/touch play, show a bottom directional pad plus FIRE, RELOAD, and BUY / OPEN buttons. Keep the interface dark, high contrast, compact, and industrial, with rounded dark panels and subtle shadowing.

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