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Arcade › Zombie Shore Defense
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dmytro Shvets built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Zombie Shore Defense yet. Play it, then tell Dmytro Shvets what you would add next.
Zombie Shore Defense was built by Dmytro Shvets 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 Shore Defense 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 3D low-poly beach tower-defense game titled “Zombie Shore Defense.” Use Three.js or an equivalent real-time 3D engine with a fixed elevated perspective camera looking down over a compact sandy island; camera around (0, 11.5, 13), aimed at the center, with a 55-degree perspective view, soft shadows, bright daylight, blue sky-colored background/fog, and toy-like Roblox-inspired proportions. The game must have an animated beach main menu overlay before play: full-screen cyan/teal sky, a large glowing yellow sun in the upper-right, drifting soft white clouds, layered animated blue ocean bands with white wave strips across the middle, and warm golden sand in the lower portion. Center a dark translucent green rounded card with a light green border and shadow, eyebrow text “ROBLOX-STYLE ZOMBIE TOWER DEFENCE,” large bold playful title “Zombie Shore Defense,” subtitle explaining that players build survivor towers and hold the beach base against the horde, a large bright lime-green pill-shaped PLAY button with a deep green bottom shadow and subtle pulse/bounce animation, and a small controls hint about clicking glowing pads and surviving waves. Clicking PLAY hides the menu and starts the game view. Build the 3D world as a warm sand island/ground plane with a blue ocean strip behind it. Add several thin white foam lines on the ocean. Scatter low-poly palm trees around the edges and small colorful shell-like stones across the sand. Create a brown shell/path-colored road made from connected rectangular segments that winds through the island with these waypoints: approximately (-11,-5), (-6,-5), (-5,2.2), (1.5,2.2), (2.8,-3.4), and (9.5,-3.4). Place a fortified survivor base at the far right end around (10.6,-3.4): a small brown hut/block with a dark green four-sided roof, a dark flagpole and red banner. Place six circular glowing cyan build pads at approximately (-7.8,-1.9), (-3.2,-2.0), (-2.1,4.6), (2.2,4.6), (4.4,-0.7), and (6.6,-5.7). Pads should hover/bob and rotate slightly; unused pads glow cyan, become yellow/orange on hover, and disappear when used. The core loop is tower defense. Start with wave 1, 100 coins, and 15 base lives/health. Clicking an unused glowing pad costs 50 coins and places one Survivor tower, selecting it automatically. A tower consists of a circular low-poly base and an animated low-poly male soldier/survivor model on top; if character assets are unavailable, use a simple blocky green soldier fallback. Towers automatically find the nearest zombie within range and fire without further aiming input. Initial tower stats are level 1, damage 1, range 4.8 world units, and a 0.68-second firing delay. Fire green glowing blaster/laser spheres from the tower toward the zombie, with a short visible travel effect and a soft laser sound. Towers rotate toward their target. Clicking a placed tower selects it, shows a translucent green circular range ring around it, and opens a right-side dark translucent green upgrade panel. The panel is titled “Survivor Tower,” displays the current level, Damage, Range, and Rate, and has a close X. Upgrades cost 75 coins initially and can be purchased up to level 4. Each upgrade increases damage by 1, range by 0.65, reduces fire delay by 0.1 seconds down to a minimum of 0.34 seconds, increases the next cost by multiplying it by 1.55 and rounding, slightly scales up the tower, and adds a small colored level badge. The panel’s button must be disabled when the player lacks coins and say “Max Level” at level 4. Clicking empty ground closes the panel. Zombies are animated low-poly male and occasional female zombie characters entering from the first path waypoint and walking along the connected shell path toward the base. Spawn a wave only when the player presses the top-right orange/yellow rounded “Next Wave” button. Wave size is 6 plus 4 times the current wave number; zombies spawn over time, approximately one every 1.02 seconds initially, with the interval decreasing slightly by wave but never below 0.38 seconds. Each zombie starts with 4 plus floor(1.55 times the wave) health, moves at 0.72 plus 0.055 times the wave world units per second, and grows slightly with wave number. Zombies should visibly follow each path segment and face their direction of travel. Killing a zombie grants 10 coins. When all spawned zombies are dead, the wave is completed, the wave number increases by 1, and the player receives 35 coins. A zombie reaching the base removes one life and displays a breach message; at zero lives stop the active defense, show a game-over toast that the horde overran the base, and change the top-right button to “Restart.” Restart clears zombies and shots and resets wave to 1, coins to 100, lives to 15, and the button to “Next Wave” while leaving the world ready to play. Use animated character idle/walk/shoot animations when available, soft directional and hemisphere lighting, cast and receive shadows, and cheerful bright colors rather than horror gore. Keep the beach readable and uncluttered. Include a fixed HUD after PLAY: top-left translucent navy rounded stat cards labeled WAVE, COINS, and LIVES (or BASE if using that label), showing the current values; top-right the orange-to-yellow pill-shaped Next Wave button with a dark drop shadow; and a bottom-center dark translucent pill toast for contextual messages such as “Click a glowing pad to build a Survivor tower!”, wave incoming, wave survived, tower placed, upgrade notifications, and base breaches. Make the interface pointer/touch friendly, support desktop and mobile click/tap input, and ensure menu buttons and HUD controls sit above the 3D canvas. The game should expose readable state for wave, coins, base health, spawning, enemy count, tower count/levels, selected tower, and remaining pads if the platform supports external game-state inspection.