Arcade › World Zero
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Madhuri Mishra built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about World Zero yet. Play it, then tell Madhuri Mishra what you would add next.
World Zero was built by Madhuri Mishra 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 World Zero 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 third-person 3D sci-fi neon game titled “WORLD ZERO // ECHO SHIFT,” set in Sector 01 of a dark Zero City. Use a deep navy/near-black background with fog, cinematic shadows, ACES-like high-contrast lighting, and a cyan-and-hot-pink cyberpunk palette. The playable space is a square city sector: a large dark metallic ground slab, broad intersecting roads forming a cross, cyan lane markers on one road and pink lane markers on the other, and four blocky building props positioned at the four corners. The camera follows the player from behind in a third-person view with a moderately elevated perspective and distance of about 7 units; allow responsive WASD/arrow movement, jumping with Space, and faster sprinting while holding Shift. The player is a glowing pale-cyan capsule-like humanoid called the Echo Runner, with a small bright pink rectangular visor, starting near the south end of the central road. Add soft cyan and pink point lighting, a blue hemisphere light, directional shadows, and atmospheric fog so the city reads as luminous but largely silhouetted. At startup, show a full-screen translucent dark menu card with thin cyan border and glow. It must display the large cyan title “WORLD ZERO,” pink subtitle “ECHO SHIFT // SECTOR 01,” Hindi explanatory text about the city changing its truth every 60 seconds, recording and replaying an Echo hologram, evading Sentinels, and reaching the Zero Core, a cyan-outlined “ENTER ZERO CITY” button, and the hint “WASD / ARROWS move · SPACE jump · E record / replay · SHIFT sprint.” Clicking the button hides the menu, starts gameplay, and initializes simple oscillator beeps. Build a fixed HUD over gameplay. At the top, show “WORLD ZERO // ECHO SHIFT”; beside it show “SECTOR 01 · STABLE” (changing to “ECHO SHIFT” during a shift), “SHIFT IN 60s” counting down once gameplay starts, and “ECHO READY.” Include a small horizontal boss-health bar that is empty until the boss is active. At bottom left, show a panel headed “MISSION // ZERO CITY,” initially reading “Reach the Echo Gate and record a loop.” and “0 / 3 sentinels neutralized.” At bottom right, show “[E] RECORD / REPLAY ECHO.” Keep the translucent glassy navy panels, cyan borders, pink headings, cyan/gold highlights, and responsive narrow-screen stacking from the reference UI. Implement the Echo mechanic exactly as a short movement recording: pressing E when not recording begins recording the player’s position and Y rotation every frame, changes the HUD state to RECORDING, and gives a low beep. Press E again, or automatically after 8 seconds, stops recording and returns the state to READY. If recorded data exists, pressing E while not recording replays it: show state REPLAY and render a semi-transparent cyan wireframe capsule ghost following the recorded path for the recorded duration, then clear it and return to READY. The recording/replay is a visual hologram and does not otherwise alter the world. The sector has three floating/rotating red-pink faceted Sentinel enemies with small glowing cyan eyes, placed at approximately (-6,0,0), (6,0,0), and (0,0,-8). They hover/rotate, drift around their home positions when far from the player, and slowly move toward the player when within about 10 units. Give them names/visual identity as Sentinels, but preserve the implemented interaction behavior: the source contains a close-range damageNearest neutralization routine, yet no keyboard/button handler invokes it, so the three Sentinels remain active during ordinary play and the mission counter does not advance through a normal player attack. Do not invent a weapon system. Every 60 seconds, trigger an “ECHO SHIFT”: reset the timer to 60, flash the screen with a pink radial effect, beep, change the HUD reality label from STABLE to ECHO SHIFT, temporarily offset the city vertically for 8 seconds with a subtle player vertical oscillation, and alternate the city’s Z rotation between 0 and 180 degrees. On every third shift hide the road group; otherwise show it. Advance the mission stage on each shift, up to stage 3. When the temporary shift ends, restore the stable label and clamp the player back to ground level. Escape should pause/stop the running update and reopen the menu. Include a hidden/inactive Zero Core encounter at the far north end around (0,0,-15): a large purple glowing octahedral boss body with a bright cyan horizontal torus ring. Keep it invisible until the internal Sentinel defeat count reaches 3; when active, rotate it and fill the HUD boss bar from 100%. Preserve the actual boss behavior: if the player is within roughly 4 units and is not moving, the boss health drains over time; no separate player attack control is provided. While active, cycle attacks every 2.6 seconds: three aimed projectiles (one pink and two orange-pink), expanding cyan ring shockwaves, and six gold orbiting octahedral mines. Projectiles damage player health on contact, shockwaves damage when their expanding ring crosses the player, and mines damage at close range. Show simple beeps for recording, replay, shifts, damage, attacks, and hits. Player health starts at 100; damage briefly grants invulnerability, and reaching zero resets health and respawns the player at (0,0,8), clearing boss attack objects. If the boss ever reaches zero health, hide it, clear attacks, and mark the sector stabilized. Use Three.js-style primitive geometry and loaded low-poly city building props: box geometry for the floor, roads, lane bars, and corner collision blocks; capsule for the player and Echo ghost; icosahedrons for Sentinels; octahedron and torus for the Zero Core; spheres/torus/octahedrons for boss attacks. Make buildings and blocks cast and receive shadows, use metallic rough materials with emissive cyan, pink, red, and purple colors, and keep collision geometry on the floor and four corner blocks. The game should begin with the menu visible and the 3D city already rendered behind it, then become playable only after ENTER ZERO CITY is clicked.