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Arcade › Village of Ash
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Remix Village of Ash 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 dark third-person survival-horror action game titled “Village of Ash,” presented as a compact Chapter 1 slice called “The Silent Road.” Use a real-time 3D Three.js-like presentation with a behind-the-player camera, mouse look, a centered circular crosshair, atmospheric fog, and a bleak nighttime village. The player is a humanoid survivor carrying a single firearm, shown from behind, and begins on a cracked road at the front of the environment. Use a nearly black sky/background, dim blue-gray moonlight, soft shadows, subtle red illumination near the chapel, and a muted palette of charcoal, brown, dead green, and dark red. The terrain should be a large flat dark forest floor. Build the linear village from a cracked street segment extending toward the back, sparse abandoned block-like house structures on both sides, scattered barrels, and rows of stylized dead trees with dark trunks and faceted dark-green canopies. At the far end, place a simple dark chapel building with a glowing/emissive deep-red door. Keep the scene enclosed by exponential darkness/fog so the road and silhouettes fade into black. The core playable loop is: move forward through the village, aim with the camera/crosshair, shoot infected villagers, survive their pursuit, and reach the chapel. Spawn five infected humanoid zombie enemies along the road at approximately increasing depths (around z -7, -12, -15, -19, and -23), using animated idle, walking/running, hit-reaction, punch, and death behaviors. Each enemy has 3 hit points. They continuously pursue the player when farther than roughly 1.7 world units, moving at about 0.65–0.9 speed; when close, they attack about once every 1.4 seconds and deal 8 health damage. Enemies should face the player while moving and stop to punch at close range. Defeated enemies play a death animation and disappear shortly afterward. Give the player 100 health and 12 rounds of ammunition at the beginning of every run. Firing consumes one round, casts a forward ray from the camera up to about 28 units, damages the first enemy hit, and displays brief feedback such as “Hit,” “Shot missed,” or “Infected down.” If health reaches zero, stop gameplay and show the objective “You died — tap Restart” with a brief red damage flash. Include a dodge action that moves the player forward in the camera-facing direction by roughly 1.25 units, and a first-aid/heal action that restores 25 health up to 100. Controls should support WASD/arrow movement, mouse camera look, Shift for dodge/run-style movement, Space as a dodge-compatible control, F or Enter to fire, E to heal, and touch-friendly on-screen FIRE, DODGE, and HEAL circular buttons at bottom right. The movement system should feel third-person with camera distance around 4.8 units, gravity/jumping support, and animation changes based on movement. The initial screen is a full-screen, centered dark translucent menu card with a thin warm beige border and glassy/blurred dark panel. It must show the small gold uppercase kicker “A THIRD-PERSON SURVIVAL HORROR SLICE,” the large uppercase title “VILLAGE OF ASH,” and the subtitle: “The road ends here. Find the extraction flare, survive the infected villagers, and face what is waiting in the chapel.” Provide a four-button mode grid: active “Story Mode” with “Chapter 1 · The Silent Road,” visibly dimmed/locked-looking “Mercenaries” with “Unlock after Story,” visibly dimmed/locked-looking “Survival” with “Unlock after Story,” and active “Training” with “Practice movement & aim.” The visual reference has burgundy-red buttons with pale borders, while the whole screen remains almost black. At the bottom of the menu, show “WASD / arrows · mouse look · shift run · space dodge” and “Progress saved.” Starting a mode hides the menu and reveals the gameplay HUD; save a simple unlocked/last-mode progress record in local storage. During gameplay, show a fixed top HUD: on the left a dark badge reading “HEALTH 100 · AMMO 12” with the values highlighted in warm red-orange; on the right an objective block. Story begins with “OBJECTIVE / Reach the chapel.” Keep the white/cream circular crosshair at screen center. Display short toast messages near the lower center for mode start (“Chapter 1 — The Silent Road” or “Training run started”), shots, hits, damage-related events, and completion. In Training mode, use the objective “Practice: clear the road”; when all five enemies are dead, end the run and show “Training complete — score [number].” In the normal story mode, when all enemies are dead change the objective to “Enter the chapel”; once the player reaches beyond approximately z -20 near the chapel, finish with “Chapter clear — score [number].” Track one point per defeated infected and stop active simulation on completion. The overall tone should be restrained, cinematic, and oppressive rather than gory: low-poly/stylized survival horror with sparse geometry, moonlit fog, red accents, and a minimalist premium interface.