Arcade › The Last Escape
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Remix The Last Escape 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 3D third-person zombie survival shooter titled “Zombie Survival: The Last Escape,” with the subtitle/creator text “CREATED BY HARLES · FIRST ESCAPE.” Use a dark, desaturated post-apocalyptic city look: blue-gray fog and background, dim overcast lighting, soft shadows, abandoned rectangular buildings, cracked crossing roads laid out in a grid, streetlights, barricades, scattered debris, and an overturned/abandoned truck near the eastern side. Use low-poly stylized character and prop models. The camera should follow the player from behind at a moderate distance in third-person, with mouse look and a small pale crosshair centered on screen. The player character is Harles, a survivor, and Maya is a companion NPC. Load or create visually recognizable low-poly assets for Harles, Maya, basic zombies, a larger chubby/brute zombie, a pistol, a shotgun, a truck, cracked street tiles, and streetlights. Start with a full-screen dark menu overlay using a subtle red-centered radial glow and a thin translucent panel in the center. Show the large uppercase logo “ZOMBIE SURVIVAL” and red “THE LAST ESCAPE,” “CREATED BY HARLES,” a red NEW GAME button, and the controls text: “WASD move · Mouse look · Left click shoot · Right click aim” and “Shift sprint · Space jump · C crouch · R reload · E interact · 1/2 switch weapon · Esc pause.” Clicking New Game initializes the world and removes the menu. Gameplay begins with Harles at the city/apartment starting position around the world origin, Maya nearby, a pistol pickup nearby, and a shotgun pickup elsewhere. Display an initial Maya dialogue message: “Harles? Wake up. The city is gone. Find a weapon, then get out of this building.” The game uses a mission progression shown in a translucent upper-left HUD panel. The initial panel reads “MISSION 1 · THE FIRST ESCAPE” and the objective “Find the pistol in the apartment.” The player can walk, sprint, jump, crouch, aim, and look around. Sprint drains stamina and standing still or normal movement regenerates it. Movement speed is about 5.5, with jump and gravity suitable for a grounded third-person action game. Implement shooting from the center-screen aim ray. Left click fires with a short cooldown, consumes ammunition, and damages the zombie targeted by the ray. The pistol does 34 damage per hit and the shotgun does 58; shotgun and pistol can be selected with keys 2 and 1. Begin with pistol ammo 12 / 48. Press R to refill the magazine from reserve, up to 12 rounds for pistol-style handling; the shotgun pickup changes the weapon to SHOTGUN and sets ammo to 6 / 24. If the magazine is empty, show an “Empty magazine — press R” toast. Right-click sets the HUD weapon state to AIMING while held; otherwise show READY. Add a small hit flash/emissive response and a toast when a target is killed, awarding 25 XP for a normal zombie and 100 XP for a brute. Dead enemies play a death animation and then disappear. Place several initial enemies around the city, including normal zombies at approximately (-10,12), (10,14), (-16,-12), (20,5), (4,20), and (26,-12), plus one brute around (-22,4). Zombies should pursue Harles when within roughly 25 world units, walk toward him, face him, and attack at close range. Normal attacks deal 8 health damage and brute attacks deal 16, with about a 0.9-second attack interval. When health reaches zero, reset Harles to the starting position and show “You were overwhelmed — back to the apartment,” rather than ending the game. Include a health bar starting at 100 and a cyan/teal stamina bar starting at 100. Interaction uses E. When close to a pistol or shotgun pickup, collect it, hide the model, update the weapon/ammo, advance the mission, show a toast (“Pistol acquired” or “Shotgun acquired”), and display Maya’s instruction: “Harles, the stairwell is blocked. Push through the front door and keep moving!” After leaving the starting area (player distance from origin greater than about 15), change the objective to “Survive the incoming zombies.” and have Maya say “Harles! They heard the gunshots. Keep them off me!” Spawn a first wave of five normal zombies at random positions in a band ahead of the player. When all active zombies are dead, move Maya to the overturned truck area around (16,0,-7), change the objective to “Find Maya near the overturned truck.”, and show “Maya: You are alive. The safe house is east, but we need supplies first.” When Harles comes within about 4 units of Maya, advance to “Reach the safe house beacon at the red flare.” and show “Maya: Stay close. The city is only the beginning.” Place a glowing red flare/beacon cylinder at approximately (24,0,22). Reaching within 5 units completes the mission, changes the objective to “Mission complete — the safe house is secure.”, shows “Maya: We made it. Tomorrow we find the hospital.” and a prominent toast “MISSION COMPLETE · SAFE HOUSE SECURED.” Use a fixed HUD overlay styled as dark translucent glass panels with thin pale blue-gray borders and soft shadows. Upper-left: title card “Zombie Survival: The Last Escape” and “CREATED BY HARLES · FIRST ESCAPE,” with the mission/objective panel below it. Upper-right: “HARLES · SURVIVOR,” red health bar, teal stamina bar, large ammo text such as “12 / 48,” and “PISTOL · READY” or “SHOTGUN · READY/AIMING.” Center: minimal four-part crosshair. Bottom center: contextual interaction/dialogue panels when active. Dialogue should be a dark panel with MAYA in warm cream/gold and the message below. Temporary acquisition, kill, pause, reload, and completion notifications should appear near the upper-center as dark bordered toasts. Press Escape to toggle paused/resumed state and show a corresponding toast. Keep the visual tone cinematic, tense, sparse, and game-like, with no debug overlays.