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Arcade › Blacksite Last Stand

Blacksite Last Stand

  • 3d
  • fps
  • shooter
  • military
  • urban
  • action
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How to play

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

Discussion

Nobody has said anything about Blacksite Last Stand yet. Play it, then tell the creator what you would add next.

Make your own game

Blacksite Last Stand was built 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 Blacksite Last Stand 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 Blacksite Last Stand

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 first-person shooter titled “BLACKSITE: LAST STAND.” Use a Three.js-style 3D FPS presentation with a 72-degree perspective camera, mouse look, pointer lock, and a player starting on a long straight urban avenue at approximately (x=0, y=1.05, z=34), facing down the road toward negative Z. The player can move with WASD, sprint with Shift, jump with Space, look with the mouse, fire with left click, and reload with R. Include coarse-pointer touch controls with left/right movement buttons, a fire button, and an R reload button.

The setting is an evacuated metropolitan combat district under a gray-blue overcast atmosphere. Build a roughly 34-unit-wide asphalt road extending about 150 units along the Z axis, with neutral gray textured asphalt, two broad concrete sidewalks, raised dark curbs, dashed white center lane marks, and crosswalk stripes around z=-26 and z=22. Add a foggy background and subdued cinematic lighting: cool gray ambient/hemisphere light, a warm directional sunlight source casting soft shadows, and cool fill/rim lighting. Surround the avenue with tall dark commercial/skyscraper buildings, blocky façades, dark metal vertical ribs, blue-gray glass window panels, brick wall detail, and scattered urban props including three parked sedans, curved streetlights, and a few trees. Use a restrained military/industrial palette of charcoal, concrete gray, muted blue-gray glass, brown brick, and ochre UI accents. Imported low-poly city, car, road-light, tree, weapon, and soldier assets are appropriate if available.

The player holds a visible first-person tactical machine gun in the lower-right foreground, with a small dark glove/hand detail. Add a centered white crosshair. Left-click firing should have a roughly 115 ms fire-rate limit, consume one round, play a short gunshot sound, and create a small recoil kick. Start with 30 rounds in the magazine and 120 reserve rounds. R reloads over about 0.85 seconds, filling the magazine up to 30 from reserve; show a RELOADING status while it happens. There are exactly three hostile male soldier patrols, initially placed along the avenue at approximately (-8,0,-18), (9,0,-36), and (-6,0,-55), facing toward the player. Each has 100 health and takes 50 damage per hit, so two successful shots kill one. Dead soldiers become invisible and no longer act. Living enemies animate in an idle pose, move slowly toward the player when within 25 units (but stop at about 4 units), turn toward the player, and periodically attack when within 22 units, dealing a small random hit of about 4–9 health every roughly 1.7–2.8 seconds. Start player health at 100; when damaged, briefly show a red radial damage vignette. At zero health, stop gameplay and show KIA / “MISSION FAILED — PRESS ENTER TO RESET”; pressing Enter reloads/resets the game.

The objective is shown as reaching the evacuation terminal, but the visible implementation completes the mission only when all three enemies are eliminated and the player reaches the far end of the avenue beyond z=-68. On success, stop gameplay and change the objective text to “OBJECTIVE COMPLETE — EXTRACTION WINDOW OPEN,” with the HUD status reading MISSION COMPLETE. Do not add a modeled terminal if it is not otherwise present; communicate the extraction goal through the objective text and the far-end trigger.

Create a dark tactical HUD over the 3D view. At top left, use a translucent black panel with a subtle border and the kicker “BLACKSITE // LAST STAND,” followed by “OBJECTIVE: REACH THE EVACUATION TERMINAL.” At top right show “SECTOR 07-B” and “LIVE.” At bottom left show “VITALS,” a large numeric health value beginning at 100, and an ochre health bar. At bottom right show “AMMO,” a large “30 / 120” style readout, and a READY status. Center a small crosshair. Before play, show a centered translucent dark start card over a dim radial-gradient background: kicker “CLASSIFIED FIELD SIMULATION,” large two-line title “BLACKSITE: LAST STAND,” description “A playable browser FPS slice set in an evacuated metropolitan combat district. Push through the avenue, neutralize hostile patrols, and reach the marked terminal.” and an ochre “ENTER BLACKSITE” button. Hide this card once clicked and request pointer lock. On desktop show the hint “WASD MOVE · MOUSE LOOK · CLICK FIRE · R RELOAD · SHIFT SPRINT · SPACE JUMP” near the bottom center. Overall visual style: cinematic, grounded, sparse, tense urban FPS slice with soft shadows, fog, filmic tone mapping, and an understated classified-military interface.

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