Skip to content

Arcade › SPOREFALL

SPOREFALL

  • 3d
  • survival-horror
  • action
  • third-person
  • zombie
  • story-driven
  • dark-fantasy
  • exploration
0
Remix it Discord

0 plays

How to play

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

Discussion

Nobody has said anything about SPOREFALL yet. Play it, then tell the creator what you would add next.

Make your own game

SPOREFALL was built 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 SPOREFALL 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 SPOREFALL

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 third-person 3D survival-horror journey titled “SPOREFALL.” The game takes place in a very long, dead red-black world stretching along the world X axis for about 920 units. Use a low-resolution-feeling, monochrome dark horror presentation: black/deep maroon ground, heavy dark-red fog, dim red ambient and directional lighting, red spore mist layers near the ground, and sparse red UI text in a monospace style. The world is a ruined city merging into a dead forest: place ruined city buildings in clusters on both sides of the path, many dead trees scattered across the wide area, and keep the central route open enough for traversal. Use simple low-poly/illustrated-looking 3D assets. The ground should be dark, cracked/dead-looking earth, with exponential red-black fog obscuring distant scenery.

Begin at a black menu screen with centered red/maroon text. Show the title “SPOREFALL,” introductory outbreak text such as “THE SPORE OUTBREAK TOOK EVERYTHING. YOU ARE THE LAST ONE WITH A MASK. WALK THE DEAD WORLD. FIGHT. REMEMBER.” and a red-bordered/dark-red button or prompt reading “PRESS SPACE OR CLICK TO BEGIN THE LONG JOURNEY.” The player character is a hooded masked rogue/adventurer, viewed from behind in a third-person camera. Start at position 0,0,0; the camera follows from behind and above at roughly 7 units distance and 1.6–5.5 units of height. The player can move around the open world, jump, and face/move through the environment, but the intended objective is to travel forward along the long dead-land route until reaching approximately X=895 or farther.

Controls: WASD movement (or the equivalent directional movement), mouse look through the third-person camera, Space to jump, left mouse click to attack, J or X to attack, Shift or K to dash while moving, and R to restart after game over. Attacks have a short cooldown of about 0.38 seconds and create a bright translucent red horizontal slash effect in front/alongside the player. A slash damages every infected enemy within roughly 5.5 units for one hit point.

Populate the route with infected humanoid enemies that use zombie-like male and female forms. Regular infected have 4 health, move toward the player at roughly 5.5–7 units per second, face the player, and deal 8 health damage on close contact no more than once every 0.9 seconds. Include occasional larger “bloater” enemies, using a visibly scaled-up zombie form (about 1.35x): they have 9 health, move more slowly at about 3.8 units per second, and deal 14 contact damage on the same cooldown. Spawn an initial group beginning around X=60, with additional infected farther down the route and occasional dynamic spawns as the player advances; after story milestones, add small groups of enemies ahead. Enemies should play simple walking/idle animations if available and pursue the player rather than patrol.

The player starts with HEALTH 100. Display a minimal HUD in dark red at the top: “HEALTH: [value]   KILLS: [count]   SCORE: [value]” at left and “PROGRESS: [current distance] / 920” at right. Killing an infected increments KILLS and adds 25 score. When an enemy is hit or killed, emit small floating red spore particles; dead enemies emit a burst of these particles. Continuously generate drifting red spore particles around the player, with tiny red spheres moving upward and sideways through the fog.

Place seven floating dark-red glowing spherical lore collectibles along the route, approximately every 52 units starting around X=45, alternating between Z=18 and Z=-18. When the player comes within about 3.2 units, remove the collectible, add 40 score, restore 18 health up to the 100 maximum, and show a temporary bottom-centered story message: “You found a scrap of the old world. It hurts less now.”

Use timed story messages while progressing forward. At the start, show “The mask is on. The world is red. Keep walking.” Then show these messages once as the player passes the corresponding approximate X positions: at 25, “Day 0. The spores fell like red snow. I put on the mask. The city is already screaming.”; 75, “The infected don't die easy. Their eyes glow. They remember how to run.”; 140, “Found a note: 'The bloom is coming from the old subway. Everything is turning.'”; 210, “More of them. They used to be people. Now just vessels for the fungus.”; 290, “The trees are dead. The air is thick. I can hear breathing that isn't mine.”; 370, “This used to be a park. Now it's a graveyard of the infected.”; 460, “The further I walk, the more the world forgets what it was.”; 580, “The spores are getting thicker. My mask is the only thing keeping me human.”; 720, “I see the tower. The source. The bloom is there.”; and 850, “Final stretch. Cut the heart out or the world stays dead forever.” Each story message should appear in a dark translucent maroon box with a thin dark-red border near the bottom center for about 5 seconds. After each progression message, spawn a few infected ahead to maintain pressure.

The only win condition is reaching the end of the dead lands (player X greater than about 895). End with a bottom/center story overlay reading “YOU REACHED THE END OF THE DEAD LANDS / After [kills] infected slain. / The spores still whisper. / PRESS R TO BEGIN AGAIN.” If health reaches zero first, end with “THE SPORE TOOK YOU / Kills: [kills] / PRESS R.” R should restart the journey, reset health, score, kills, story progression, enemies, collectibles, and world state. Keep the interface sparse and atmospheric: black background, red text, no bright modern panels, and a persistent bottom control hint reading “WASD MOVE • MOUSE LOOK • SPACE JUMP • CLICK TO ATTACK • SHIFT DASH • R RESTART.”

More free browser games

Browse the whole Arcade →