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Redcoat Revenant

  • 3d
  • top-down-shooter
  • survival
  • endless
  • low-poly
  • zombies
  • wave-based
0
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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. Stephanie Martin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Redcoat Revenant yet. Play it, then tell Stephanie Martin what you would add next.

Make your own game

Redcoat Revenant was built by Stephanie Martin 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 Redcoat Revenant 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 Redcoat Revenant

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 endless top-down/over-the-shoulder 3D survival shooter titled “Redcoat Revenant.” Use a Three.js-like low-poly presentation with a dark foggy nighttime field: nearly black-blue sky/background, muted green ground, moonlit directional lighting, soft shadows, and atmospheric fog. Scatter roughly 55 simple crooked dark-gray rectangular grave markers across the field at varied distances, mostly outside the immediate play area. The camera is a 65-degree perspective camera positioned about 6 units behind the player relative to his aim direction and 6.2 units above ground, looking toward the player, so the player is seen from behind in a slightly elevated third-person view. Keep a small crosshair fixed at screen center.

The player is a stylized British early-1800s redcoat represented by simple low-poly geometry: a red capsule-like torso, a pale/white circular strap or belt loop around the upper body, and a short dark cylindrical shako-style hat. The player moves freely on a large flat field, with acceleration/drag and a soft circular boundary around the origin. Movement is relative to the aim direction: desktop WASD moves forward/back/sideways, and holding Shift sprints at about 1.55x speed. The mouse controls horizontal aim; on desktop the first click locks the pointer to the canvas, then mouse movement rotates aim and left-click/hold fires. The camera follows behind the current aim direction.

Make the core loop endless wave survival. Start at Wave 1. Each wave schedules 6 plus floor(wave * 2.4) zombies, spawning gradually in bursts of up to 3 from random points 16–34 units around the player. Zombies are simple green low-poly capsule figures with subtle bobbing, face/rotate toward the player, move directly toward him, and gently separate from one another so they do not overlap. Their speed is 1.6–2.3 plus wave * 0.08 and their health is 50 plus wave * 10. On contact they deal 10 damage by default, with a short per-zombie attack cooldown and a brief player invulnerability window; the player dies when HP reaches zero. There is no final victory state: this is an endless score attack. When the player dies, show a dark overlay reading “Fallen, soldier.” with the final score and waves survived, plus a Restart button that resets the game.

Implement two hitscan weapons aimed in the horizontal direction of the player’s facing/aim. The Musket has 42 damage, 1 round, 0.25 second fire cooldown, 2.55 second reload, and slight spread; it is a powerful single shot. The Flintlock Pistol has 16 damage, 6-round capacity, 0.32 second fire cooldown, 1.25 second reload, and slightly greater spread. Holding fire repeatedly attempts shots but ammo, cooldown, reload, and weapon rules gate them; firing an empty weapon initiates reload. Each shot consumes one round and tests the ray against zombies, damaging only the nearest zombie within the aim line. Killed zombies disappear and award 5 + floor(wave * 0.6) coins and 10 + floor(wave * 2) score. Include simple synthesized audio: a deeper musket shot, a higher pistol shot, a low hit thump, and a short UI click, initialized after user interaction.

After all scheduled zombies in a wave are dead, pause gameplay and show a centered parchment-like upgrade overlay titled “Wave N Complete” and “Choose one upgrade.” Randomly offer exactly 3 unique cards from these actual upgrade choices, with costs equal to each base cost plus round(wave * 2.2): Rifled Barrel (Musket), +12 musket damage, base cost 18; Paper Cartridges (Musket), musket reload 18% faster, base 16; Hardened Shot (Pistol), +5 pistol damage, base 14; Extra Powder Flask (Pistol), +2 pistol capacity and immediately add up to 2 rounds, base 15; Polished Lockwork (Pistol), pistol fires 12% faster, base 15; Bayonet Drill, reduce zombie contact damage by 2 down to a minimum of 4, base 18; Field Rations, increase max HP by 20 and heal 20 now, base 22; Lighter Boots, increase movement speed by 8%, base 16. Coins are spent only when an affordable card is selected; if unaffordable, show a “Not enough coins” message. After a successful choice, increment the wave and begin the next wave.

Build a clear parchment-inspired HUD in the upper-left with translucent cream/gold badges showing Wave, Coins, Score, HP, current Weapon name, and Ammo as current/max; while reloading, append the remaining reload seconds to the ammo display. Show a small hint below it such as “Click to lock mouse. Survive the horde.” and update it for pointer-lock controls. Use a cream paper panel with rounded corners and three upgrade cards, dark ink text, and blood-red cost text. On mobile/touch devices automatically show controls: a left virtual joystick for movement, drag anywhere on the right side to rotate aim, and parchment buttons for FIRE (hold), RELOAD, MUSKET, PISTOL, and SPRINT (hold). Hide the mobile controls during upgrade and game-over overlays. Preserve the restrained, gloomy low-poly moonlit art style and readable UI rather than adding extra enemy types, environments, abilities, or win conditions.

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