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Zombie Horde

  • top-down
  • zombie-survival
  • tower-defense
  • action
  • base-building
  • mobile-friendly
0
Remix it Discord

3 plays ·added August 18, 2026

About Zombie Horde

In Zombie Horde, you defend your expanding territory by recruiting survivors who enter through the main gate, fortifying your camp amid constant zombie threats. Build farms for resources, upgrade watch towers to fend off attackers, and respond quickly when the emergency alarm rings—survival depends

How to play

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

Discussion

Nobody has said anything about Zombie Horde yet. Play it, then tell Owoiya Emmanuel what you would add next.

Make your own game

Zombie Horde was built by Owoiya Emmanuel 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 Zombie Horde 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 Zombie Horde

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 game titled "Zombie Horde" as a single-screen, top-down 2D survival and base-defense game. The player controls a survivor hero inside a rectangular fenced territory on a bright green, lightly gridded field. Use a hand-drawn/cartoon style with thick dark outlines, chunky buttons, Times New Roman-style bold text, warm cream panels, and a strong contrast shift between preparation and combat: preparation uses a bright lime-green field, while combat uses dark green grass and a dusky atmosphere. Draw the hero and zombies as large illustrated sprites when available, with simple colored shapes as fallbacks. The hero is centered in the territory, has a visible weapon aim direction and a circular crosshair, and should face the pointer/touch aim direction.

Core loop: begin in PREP phase with the message "Build your defenses, then fight." and a top HUD showing HP, Silver, Gold, Wave 1/5, and PREP. The player spends silver during preparation to place defenses and improve the camp, then presses a large red "FIGHT!" button. Show a short 3.2-second countdown, then enter COMBAT and spawn a steadily increasing zombie horde from the four outside edges. The goal is to survive and kill all enemies in each of five waves. When a wave is cleared, award 10 gold, 45 silver, and send one new survivor through the main gate; show a blue upgrade-choice modal with three cards: Hero's Health (+15 max HP), Hero's Damage (+5 damage), and Barricade Health (+80 fence HP), plus a green Reroll button costing 25 silver. After wave 5, display "Level cleared! You earned 50 gold." and a PLAY AGAIN button. If the hero dies, display "The horde broke through." and PLAY AGAIN.

Movement and combat: support WASD and arrow-key movement on desktop, and a visible circular virtual joystick on coarse/mobile pointer devices. Constrain movement mostly to the city/territory bounds, with a gate opening at the center of the bottom fence. Aim with pointer/mouse movement or touch and fire while holding the canvas pointer down. The default weapon is a blaster that fires one projectile, damage 14, fire rate 0.18 seconds. Preparation-only weapon selection buttons offer Blaster, Shotgun (damage 9, five pellets, spread), and Burst (damage 10, three pellets, smaller spread). Projectiles visibly travel toward enemies, create yellow impact particles, and killed enemies drop bobbing gold/silver coin icons; each kill adds 8 silver. Add regular enemy walkers, faster low-health runners, high-health slow tanks, and occasional bosses on suitable waves (bosses are especially large and tough). Every enemy has a visible health bar. Zombies move toward the player, collide with and damage the player, attack barricades and the fence, and can breach the territory. On a breach, show a pulsing red alarm area at the gate and the text "ALARM" plus the message "CITY BREACH! Get outside and stop the horde!".

Base and defenses: draw a rectangular wooden fence around the territory with posts, a central bottom gate, and a visible FENCE HP label. The gate is closed in preparation and opens during combat. Include four corner watch towers that automatically fire at enemies within range; tower shots are orange, and the Upgrade Towers button improves tower damage/rate up to level 5. A preparation-only Tower Mode button cycles targeting between nearest, weakest, and strongest. The Fence Door button upgrades the main gate/fence only when the player is near the gate, costs 80 silver initially, raises fence level and max HP up to 5, and otherwise tells the player to walk to the gate; also support pressing E near the gate. Placeable preparation defenses follow the player's current position: Barricade costs 30 silver, has HP and obstructs zombies; Spike Trap costs 45 and damages enemies standing near it; Turret costs 70 and automatically shoots nearby enemies. Show each defense as a chunky illustrated object.

Survivors and camp development: provide a Recruit Ally button costing 150 silver, up to 50 allies. Allies follow the hero and automatically shoot nearby zombies, have health bars, can be incapacitated, and show a revive timer; medics can revive/heal them. The Upgrade Allies button costs 200 silver and raises ally health and damage. Recruit Medic costs 300 silver and supports up to 3 medics; medics periodically heal the player and nearby allies and revive downed allies. The Formation button cycles allies through follow, line, and circle formations. New survivors enter from the central main gate after cleared waves and are marked "NEW" while entering.

Allow the player to build one Survivor House in preparation, initially a cabin costing 300 silver; the House Types button cycles cabin, lodge, and fort choices with costs 300/500/800 and different healing radii. Once built, render a small roofed house near the upper-left of the territory with a translucent circular healing radius and the label "SURVIVOR HOUSE". Allies resting inside heal, and House Upgrade costs 250 silver and raises its healing radius up to level 5. Add Expand Territory for 300 silver, up to territory level 4; it slightly enlarges the fenced play area. Add Build Farm for 300 silver, placing a farm near the upper-right with a visible FARM HP bar and three simple animals (cow, chicken, pig). Zombies can damage and destroy the farm; if destroyed, show "FARM BREACHED! Protect the animals!".

Include simple preparation upgrades: Gun Upgrade costs 60 silver and improves player damage/fire rate; Repair costs 35 silver and restores 35 HP; Upgrade Everything costs 500 silver and improves gun, fence, allies, and towers when not already maxed; Reroll costs 25 silver and changes the displayed upgrade message. Disable preparation buttons during countdown/combat and visibly dim unavailable or unaffordable controls. Keep the complete build-and-upgrade panel along the bottom/left, with a large FIGHT button, weapon row, and grid of action buttons. On mobile, move the panel above the bottom joystick area so it remains usable, and preserve touch-friendly controls. Use the HUD values HP, Silver, Gold, Wave, phase, ally/medic counts, fence HP, farm HP, and contextual center-screen messages to make the rules clear. The game should feel like a compact arcade blend of twin-stick shooting, survivor recruitment, resource spending, and tower defense, with five escalating waves and no scrolling camera.

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