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Arcade › Woods Wipeout
Click the game above and it runs right here in your browser. No download, no installer, no account needed. whats_goody built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Woods Wipeout yet. Play it, then tell whats_goody what you would add next.
Woods Wipeout was built by whats_goody 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 Woods Wipeout 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.
Recreate "Woods Wipeout" as a playable top-down 2D survival zombie shooter in Three.js using an OrthographicCamera and runtime-generated canvas textures only (no external art assets). Keep the camera fixed over a large soft circular arena; show a full-screen dark procedural woods background with near-black ground noise, subtle green/teal fog bands, many shadowy tree trunks and diffuse canopies, and a dark vignette. The background should subtly parallax/scroll based on the player's world position while the player remains in the arena view. The player starts at the center as a small readable pale white/teal circular character with a dark visor, aiming toward the mouse cursor. Use WASD or arrow keys to move, mouse to aim, hold left mouse to fire, R to reload, Shift to sprint, and Escape to pause/resume. Movement speed is 9.2 world units/second, sprint is 13, and sprint drains a 100-point stamina meter at 34/sec; stamina regenerates at 22/sec when not sprinting. Clamp the player softly inside roughly 78% of a circular world radius of 36. The weapon has a 12-round magazine, 72 starting reserve ammo, 240 reserve cap, 9.5 shots/sec, one-second reload, bullets traveling at 24 units/sec for 22 damage, with slight angular spread. Firing creates small bright horizontal capsule-like bullets oriented along their travel direction; bullets expire after about 0.9 seconds or on enemy impact. Automatically attempt reload when firing with an empty magazine, but also support manual R reload. Spawn an initial wave before play begins, then start the action on the first mouse click. Waves continue endlessly: wave 1 has a base count of 6 plus floor(1.35 * wave), with additional runners from wave 3 onward and tanks from wave 4 onward. Spawn enemies randomly around the outer edge of the circular arena, at 75–100% of radius. A wave is cleared when all enemies are dead, immediately increment the wave, spawn the next wave, and create one guaranteed pickup near the center (randomly ammo, medkit, or armor). Every tenth wave adds one boss and extra enemies (about 0.6 times the wave number), with the boss spawned first so it is noticeable. Enemies are simple colorful circular zombie sprites with eyes, a curved mouth, grime spots, and a dark outline/shadow. All continuously seek the player, use basic separation so they do not stack, and deal contact damage on a cooldown. Include these exact enemy roles and visual colors: green Walker, orange Runner, blue Tank, and pink/red Boss. Walkers have 55 + 6*wave HP, speed 3.3 + .03*wave, 14 damage, radius .85; Runners have 38 + 4*wave HP, speed 5.2 + .04*wave, 12 damage, radius .78; Tanks have 110 + 10*wave HP, speed 2.7 + .02*wave, 20 damage, radius 1.05; bosses have (180 + 14*wave)*2 HP, speed 3.0 + .02*wave, 26 damage, radius 2.0, and appear about twice the normal size with a subtle pulsing scale. Give kills score: Walker 12, Runner 18, Tank 30, Boss 200. Zombie death should remove the enemy and have a brief simple synthesized hit/death sound if audio is available. The player has 100 max HP, 50 starting armor with a 100 maximum, and armor absorbs incoming damage before HP (up to the armor amount, with the remaining damage reducing HP). Contact hits briefly grant about 0.18 seconds of invulnerability and make the player flicker. End the game as soon as HP reaches zero, stop simulation, and show a dark translucent full-screen game-over overlay reading "You Died", the final score and wave, plus a clickable Restart button that resets all state and spawns wave 1. Enemies have small drop chances on death: about 7% medkit, next 7% armor, next 12% ammo. Also place one guaranteed pickup after every wave near the center. Pickups are glowing rounded rectangular icons that bob slightly: yellow/gold labeled "AMMO" adds 30 reserve ammo up to 240; green labeled "HP" restores 35 HP up to max; blue labeled "ARM" restores 40 armor up to max. Automatically collect a pickup when the player is within roughly 1.8 world units. Build a translucent HTML/CSS HUD over the canvas. At top-left show rounded dark glass pills for "Wave N", "Zombies: N", and "Score: N". Below show three labeled horizontal meters with numeric values: HP (teal/green gradient), Armor (blue/purple gradient), and Stam (yellow/pink gradient). Also show "Ammo: magazine / reserve" and a hint such as "Click to start audio. WASD + Mouse. R reload. Shift sprint." Use a centered start overlay over the woods reading the large title "WOODS WIPEOUT", subtitle "Survive the waves — boss every 10 waves", and "Click to play". Escape should show the centered prompt "Paused — click to resume" and pause gameplay. Use understated white/teal text, rounded borders, blur/translucent black panels, and a moody readable arcade presentation. Add lightweight generated Tone.js sounds for shots, hits, pickups, reload, damage, wave transition, and death, initialized after user interaction.