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Arcade › Zombie Outbreak
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Malakhi Watson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Zombie Outbreak yet. Play it, then tell Malakhi Watson what you would add next.
Zombie Outbreak was built by Malakhi Watson 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 Outbreak 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 mobile-first 2D top-down survival shooter titled “Zombie Outbreak: Last Survivor,” also playable on desktop. Use a Three.js orthographic camera looking straight down at a flat rectangular district, with a dark navy/near-black background and a subtle blue grid. The playable map is about 56 by 40 world units, bounded by thin outer barriers, with several axis-aligned dark blue building blocks and short interior barriers. Include one small enterable house/block near the upper center with a brown door segment on its south side. Buildings and closed doors are solid collision obstacles; pressing Interact near the door toggles it open/closed, with the open door becoming translucent tan. Zombies use simple colored circular sprites, the player is a pale blue-white circle with a small offset dark shadow and a thin blue aiming line extending in the aim direction. Keep the visual style clean, minimal, flat-color indie arcade art with subtle transparency, shadows, hit flashes, and no elaborate textures. The player starts at the center with 100 HP and 100 stamina. Movement is smooth and acceleration-based at roughly 6.2 units/sec, collides with buildings and map edges, and uses WASD on desktop or a large virtual joystick at bottom-left on touch devices. Aim with the desktop mouse or a bottom-right virtual joystick; while an aim direction is held, automatically fire at the weapon’s fire rate. Also support tapping the right half of the touchscreen to aim toward that point and fire. Desktop controls: WASD move, mouse aim, hold left mouse to shoot, Space dodge, R reload, E interact, and number keys 1/2/3 switch weapons. Touch controls must show the two translucent circular joysticks, a vertical right-side stack of DODGE, RELOAD, and INTERACT buttons, and bottom-center weapon buttons labeled 1, 2, 3. Implement a wave-based survival loop. Start with wave 1 and spawn enemies near the map edges, avoiding obstacles. A wave contains 6 + floor(wave * 2.2) total baseline enemies, with additional runners from wave 3 onward and tanks from wave 5 onward: walkers are the remainder, runners are floor(max(0,wave-2)*1.2), and tanks are floor(max(0,wave-4)*0.55). When all zombies are dead, wait briefly, award a 25-point wave bonus, spawn the next wave, and spawn loot. Display a short toast such as “Wave N.” Keep increasing difficulty through enemy count and mix. Create three weapons with separate magazines and reserve ammunition, switchable at any time: Pistol (16 damage, 6.5 shots/sec, range 20, 12-round magazine, 1.1-second reload, 48 starting reserve, low spread); Shotgun (7 pellets per shot, 12 damage per pellet, 1.2 shots/sec, range 10, 6-round magazine, 1.8-second reload, 24 starting reserve, wide spread); Assault Rifle (10 damage, 12.5 shots/sec, range 22, 30-round magazine, 1.5-second reload, 90 starting reserve, moderate spread). Projectiles should travel visibly, disappear on walls or after their range, and damage the first zombie they hit. Give shots a small recoil impulse; shotgun fires a spread of pellets. Show weapon name, current magazine/reserve ammo, and weapon buttons; the initial display is Pistol with 12 / 48. Include three enemy types that chase the player and collide with obstacles using simple obstacle-aware steering: Slow Walker is a green circle with 40 HP, speed 3.0, radius 0.6, and 10 contact damage; Fast Runner is a yellow/tan circle with 70 HP, speed 4.8, radius 0.55, and 14 contact damage; Tank is a larger red/pink circle with 220 HP, speed 2.2, radius 0.85, and 22 contact damage. Enemies pursue directly, but when a building blocks their line of sight/path, sample perpendicular steering directions to navigate around it. Contact damage has a short per-enemy cooldown, and the player briefly becomes invulnerable after taking damage. Award 10 points for a walker kill, 18 for a runner, and 40 for a tank; flash enemies white briefly when hit. Dodge costs 35 stamina, has a 1.15-second cooldown, gives a short 0.22-second speed burst and about 0.28 seconds of invulnerability. Stamina regenerates at 18 per second up to 100. If stamina is insufficient, show a “No stamina” toast. Reloading is timed and transfers reserve ammo into the selected weapon’s magazine; show “Reloading…,” “Reloaded,” “Mag full,” or “No ammo” feedback as appropriate. If the magazine is empty while shooting, show “Reload.” Spawn pickups in unblocked positions: green square medkits heal 40 HP up to maximum; colored square ammo boxes add +18 pistol reserve, +8 shotgun shells, or +28 rifle reserve. Spawn a medkit and one random weapon-ammo pickup at each wave, plus occasional random drops during play. Make pickups pulse subtly. The player must press Interact while within about 1.2 units of a pickup to collect it, and within about 1.4 units of a door to operate it; otherwise show “Nothing to interact.” Build a HUD matching the dark translucent glass-like UI: top-left/upper row panels labeled HP and STAM with rounded horizontal bars (HP bright green, stamina blue), plus WAVE and SCORE numeric panels. At the bottom center, show the current weapon name, ammo in “mag / reserve” format, and three rounded numbered weapon buttons with the selected one highlighted blue. Place the large translucent left and right joystick circles near the bottom corners and stack the three outlined action buttons on the right side. Use responsive safe-area spacing for mobile. Show brief centered toast notifications for wave announcements, reloads, pickups, doors, and errors. On death, stop gameplay and show a dark translucent full-screen Game Over overlay with score and wave reached, a full-width Restart button, and the hint: “Tip: Hold the right joystick to keep firing. Dodge to break contact.” Restart must fully reset player, score, wave, ammo, doors, enemies, bullets, and pickups. Add simple synthesized audio, initialized after the first click/touch/key input: distinct short tones/noise for shooting (including a noisier shotgun), reload, hit/damage, pickup, dodge, weapon switching, wave start, and game over. Keep the game running in a requestAnimationFrame loop with a capped timestep, render the flat world and sprites cleanly, and preserve the dark blue, cyan, green, yellow, and red palette visible in the reference UI.