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Arcade › Bob's Last Build
Click the game above and it runs right here in your browser. No download, no installer, no account needed. patrickcunningham369 built it with Cinevva, so it works on a phone or a tablet too.
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Bob's Last Build was built by patrickcunningham369 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 Bob's Last Build 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-based 3D third-person survival game titled "Bob's Last Build" using a simple stylized Three.js-like primitive art style. The player controls Bob, a compact construction worker standing in a large square fenced worksite arena. Use an elevated over-the-shoulder/isometric camera that follows behind and to the right of Bob, looking down at the ground; let the mouse position subtly aim/orient the camera and character direction. The arena has a muted dusty olive-green ground with a clearly visible dark square grid, light green fog, warm sunlight, soft shadows, and four low perimeter walls/fences forming the boundary. Add a few scattered chunky brown construction blocks/wooden obstacles inside the arena. Bob is a blocky character made from primitives: blue rectangular work shirt/torso, pale square head, bright yellow cylindrical hard hat, and a gray metal-headed hammer with a brown handle held at his side. He can move with WASD or arrow keys, sprint while holding Shift, and cannot leave the fenced arena or pass through solid obstacles. Show a dark translucent HUD panel in the upper-left with the exact title "Bob's Last Build", followed by live text in this format: "HP 100 | Score 0 | Wave 1 | Builds 3" (values update during play), and the instruction/status line "Gather scrap. Build walls. Stay alive." Show a dark translucent controls panel in the upper-right listing: "WASD move", "Shift sprint", "Space dodge", "Click hammer", "E build", and "P pause". Do not implement Space dodge unless it is otherwise explicitly represented; the actual core movement code uses WASD/arrows and Shift, while clicking swings the hammer, E builds, P pauses, and R restarts after game over. The goal is endless survival and high score, with no final victory state. Junk-creature enemies continuously spawn from the arena edges. Each enemy is a chunky red-orange cube with a yellow warning stripe/band across it, casts a shadow, moves directly toward Bob, gets faster as the wave number rises, and has multiple hit points. When an enemy reaches Bob it deals periodic contact damage with a short damage cooldown. Every 18 seconds advance the wave, increase enemy difficulty and grant one additional build charge; spawn intervals become shorter and occasional extra enemies appear. Keep enemies simple and readable rather than humanoid. Left-click performs a short hammer swing animation. The swing damages nearby enemies in front of Bob, knocks them backward, produces small bright particle bursts, and makes a simple hammer impact sound; an enemy takes one damage per successful swing and awards 10 score when destroyed. Destroyed enemies sometimes drop a pickup. Place a barricade by pressing E if builds are available: create a tan rectangular wooden wall a short distance in front of Bob, oriented to Bob's facing direction, consume one build charge, and make it block movement/interrupt enemy approach. Enemies that reach a barricade attack it over time; give each barricade health and remove it with a burst of debris when destroyed. Display a status message such as "Barricade placed. Keep moving." after construction. Scatter and periodically spawn floating rotating/bobbing scrap pickups, represented by glowing/emissive chunky cubes: brown/orange wood crates or pale blue-gray metal crates. Bob collects a pickup by approaching it; each pickup adds one build charge up to a maximum of 8 and awards 5 score, with a pickup sound and status text like "Scrap collected. You can drop another barricade." Start a new run with four pickups, three builds, score 0, wave 1, and full HP 100. Pickups can continue appearing over time while fewer than seven exist. Add simple procedural tones for hammer, hit, build, and pickup actions if audio is available. Use small box particle bursts for hammer hits, enemy destruction, player damage, and barricade destruction. Bob has a visible circular shadow and slight walking bob; the scene uses warm directional lighting, hemisphere fill light, ambient fog, primitive geometry, and restrained construction-yard colors. Include pause behavior on P with a centered overlay reading "Paused" and "Press P to continue" while the world stops updating, and game over when HP reaches zero with a centered overlay reading "Shift finished.", the final score, and "Press R to restart". On restart clear enemies, pickups, barricades, and particles and reset all counters and Bob's position to the arena center.