Arcade › Zombie Night
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hassan Khalifa built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Zombie Night yet. Play it, then tell Hassan Khalifa what you would add next.
Zombie Night was built by Hassan Khalifa 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 Night 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-playable Three.js-style 3D survival shooter titled "Zombie Night". Use a fixed high top-down perspective with a perspective camera at roughly 26 units above a square 60x60 green ground plane, looking down at the arena; the camera follows the player with a slight offset as the player moves. The scene should feel dark and nocturnal: use a very dark page/background, a muted dark-green Lambert ground, cool low-intensity ambient/directional lighting, and a warm yellow flashlight spot attached to the player that points in the mouse-aim direction. Also show a translucent warm-yellow cone on the ground in front of the player to visualize the flashlight beam. Use low-poly animated 3D assets: a soldier character as the player, a male zombie character for enemies, and a pistol visibly attached to the soldier. Place static low-poly trees around the arena (approximately at [-18,-12], [15,-15], [-14,18], [19,13], [-22,5], [8,-22]) and low-poly stones (approximately [-10,10], [12,8], [-8,-18], [18,-7], [-20,-4]); these are visual obstacles/landmarks and do not need collision behavior. Start the player at the arena center with 100 health and 30 ammo. The player moves on the world X/Z plane using WASD or arrow keys at about 8.5 units per second, normalized for diagonal movement, constrained to -28..28 on both axes. Rotate the soldier to face the mouse cursor: project the cursor onto the ground plane and aim toward that point. Left mouse click or Space fires, with a 180ms fire-rate limit; each shot consumes one ammo and creates a small fast yellow cylindrical bullet traveling in the aim direction at about 28 units/second, starting just in front of the player. Bullets last about 0.9 seconds and are removed when they leave the arena or expire. Each bullet hit within about 1.3 units kills a zombie because zombies have one health. On a kill, remove the zombie, add 1 kill and 15 score, and sometimes (45% chance, while fewer than four pickups exist) drop an ammo pickup. Animate the soldier idle/walking and zombies walking if the model animations are available; play a brief shooting animation if available. Spawn six zombies at game start outside the immediate arena, at random angles and distances 22-30 units from the center. Zombies continuously chase the player directly at a random speed between 2.8 and 3.4 units/second, rotate to face the player, and damage the player when within about 1.1 units: subtract 18 health and knock the zombie back slightly. End the game immediately when health reaches zero. After kills, spawn replacement zombies after about 650ms if fewer than nine are currently active. In addition, continuously escalate the horde during survival: maintain a zombie cap of min(18, 6 + floor(survival time / 20)), spawn at that cap as needed, and reduce the spawn interval from about 3.2 seconds toward a minimum of 0.85 seconds as survival time increases. Zombies should keep entering from random points 22-30 units away. Create bullet/ammo pickups as visible low-poly ammunition objects placed at random positions within roughly a 36x36 region. Begin with one pickup after assets load. When the player comes within 1.6 units, collect it, add 8 ammo capped at 50, remove it, and respawn another after about 1.2 seconds if fewer than three exist. Also periodically add a pickup about every 9.5 seconds when fewer than two exist. Keep the HUD as HTML overlay in the upper-left: a semi-transparent black rounded rectangle with four lines reading exactly "AMMO: 30", "HEALTH: 100", "SCORE: 0", and "KILLS: 0" at startup, updating live with large light text. At the bottom center, show a small semi-transparent black rounded instruction panel reading "WASD to move • Mouse to aim & click to shoot • Survive the zombies". When health reaches zero, stop gameplay and show a centered dark translucent game-over panel with a red "GAME OVER" heading, final text in the form "Score: [score] • Kills: [kills]", and a red RESTART button that reloads/resets the game. Prevent context-menu behavior and resize the renderer/camera with the browser window. Keep the visual style minimal, dark, low-poly, and arcade-like, with no extra gameplay systems beyond movement, aiming, shooting, chasing zombies, pickups, score, health, ammo, and the displayed game-over state.