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Arcade › Red Planet Evacuation
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Devi Kristianti built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Red Planet Evacuation yet. Play it, then tell Devi Kristianti what you would add next.
Red Planet Evacuation was built by Devi Kristianti 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 Red Planet Evacuation 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-playable 3D third-person sci-fi survival/evacuation game titled "Red Planet Evacuation". Use a dark cinematic scene with a deep navy-black background and fog, an ash-colored purple-gray ground plane, warm orange/red fill lighting, cool blue ambient light, soft shadows, and a restrained cyberpunk/space-colony ruin aesthetic. The camera should be a perspective third-person follow camera positioned behind and above the player, with a centered circular crosshair. The player is an animated male soldier character in a space/sci-fi setting, initially placed near the south end of the level. Provide keyboard movement with WASD and arrow keys, sprint with Shift, and support a mobile virtual joystick. The player can fire a rifle using Space or left mouse click/tap. Each shot launches a small glowing orange rifle bolt from the camera toward the camera’s forward direction. Start with 30 rounds; ammunition slowly regenerates over time up to a maximum of 30. Do not add weapon switching or additional weapons. Build a compact ruined-city arena on a flat 100-by-100 ground surface. Arrange 16 chunky rectangular ruined blocks in a roughly 4-by-4 grid through the central area, using dark blue-gray materials, with varied heights and widths. Add a row of seven low street barriers across the far/southern side, dark reddish-brown with subtle red emissive accents. Dress the background with two large sci-fi buildings, two cyberpunk street lamps, and an antenna structure. Place the player around world position (0, 0, 22), an enemy around (0, 0, -12), and the evacuation beacon at (0, 0, 31). The beacon should be unmistakable: a bright cyan glowing horizontal ring on the ground with a translucent cyan vertical beam rising from it. The enemy is a large animated alien/mechanical walker, visibly more imposing than the soldier, scaled up, and it continuously pursues the player once play begins. It moves toward the player at about 1.4 world units per second and damages the player when within approximately 3.8 units, draining health at about 5 points per second. Give the player 100 health. A rifle hit occurs when a bolt comes within roughly 2.6 units of the walker: remove the bolt, increment a visible "WALKER HITS" counter, reset/stagger the walker back to its starting location, and briefly display the message "DIRECT HIT — WALKER STAGGERED". Shots that miss expire after roughly 1.3 seconds. The enemy should not pursue or damage the player before the game is started, after victory, or after defeat. The main objective is simply to reach the cyan beacon. When the player comes within about 3 units of it, stop gameplay and show a centered victory overlay titled "EVACUATION CONFIRMED" with the message "The beacon is online. The last transport is lifting off through the red storm." and a "PLAY AGAIN" button. If health reaches zero, stop gameplay and show a defeat overlay titled "THE CITY FALLS" with the message "The walker found you in the ruins. Try again and keep moving." and a "REENTER THE ZONE" button. The restart button should reload/reset the game. Before starting, show a full-screen dark translucent/radial overlay with a centered rounded rectangular card. The card has a thin orange border, dark glass-like background, orange-tinted heading "THE SKY IS FALLING", explanatory text "Reach the evacuation beacon while the alien walker searches the ruins. You have one rifle and one chance.", and an orange pill-shaped button labeled "ENTER THE RED ZONE". Keep the game world visible dimly behind the card. On start, hide the overlay and briefly show a top-center status pill reading "SURVIVE THE WALKER"; also briefly show "RIFLE DISCHARGE" whenever firing. Add a fixed HUD in the upper-left: a dark translucent panel with a subtle orange border and rounded corners, the uppercase title "RED PLANET EVACUATION" in warm pale orange, live telemetry formatted as "HEALTH [value] · AMMO [value]" followed by "WALKER HITS [value] · OBJECTIVE REACH THE BEACON", and the hint "WASD / arrows to move · Space or click to fire · Shift to sprint · mobile joystick supported". Use a small circular crosshair at screen center with a faint warm glow. Use clean system sans-serif typography, orange/coral buttons and highlights, pale blue-gray HUD text, dark navy overlays, and cyan beacon effects. Keep the scene atmospheric and uncluttered, with the emphasis on navigating ruins, surviving the pursuing walker, shooting to stagger it, and reaching evacuation.