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Last Block

  • 3d
  • first-person
  • survival
  • zombies
  • shooter
  • scavenging
  • crafting
  • low-poly
0
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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. Matthew Rennie built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Last Block yet. Play it, then tell Matthew Rennie what you would add next.

Make your own game

Last Block was built by Matthew Rennie 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 Last Block 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 Last Block

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.

Recreate a browser-based first-person survival shooter called “Last Block” using a Three.js-style 3D scene and responsive HUD. The camera is an FPS view at about eye height, with a centered white plus crosshair; the player’s own body is hidden. Movement uses WASD and a mobile thumbstick/control system, with no jump. The player starts in a muted, foggy abandoned residential city: a straight dark asphalt road and perpendicular cross streets, gray sidewalks/ground, and rows of simple low-poly houses on both sides. Houses are boxy, brightly varied but desaturated colors (deep blue, teal, brown, green, mustard, purple, red), with dark pitched pyramid-like roofs, pale blue square windows, doors, and sparse visible furnishings such as couches, tables, lamps, beds, cabinets, refrigerators, and occasional stairs. Use a flat gray-blue overcast background, strong soft daylight, shadows, and fog that obscures distant blocks. Generate a large streaming/grid city as the player moves, with houses and roads repeating into the distance.

The gameplay is scavenging and defending against zombie waves. Start with HP 100, hunger 100, shield 0, no weapon, no ammunition, and an empty inventory. A 45-second countdown runs for each wave; when it expires, advance the wave and spawn 3 + wave*2 zombies around the player at roughly 25–43 units away. Zombies use an animated GLTF zombie model if available, otherwise a simple humanoid fallback with head, torso, arms, legs, and shoes. They pursue the player, walk/run toward them, stop within about 0.9 units, and punch every 0.8 seconds for 10 damage. Closed nearby doors can block their movement. Give every zombie a floating red health bar; zombie max HP is 30 + wave*12 and movement speed is 1 + wave*0.15. Remove zombies when killed and show the living zombie count in the HUD. There is no explicit victory screen; the intended loop is to search houses, craft weapons, fight incoming waves, and survive.

Place wooden supply chests throughout most houses, each containing one randomly selected item from: Pistol Part, AR Part, SMG Part, Grenade, Shield Piece, Ammo Pistol, Ammo Assault, Ammo SMG, or Food. Chests are usable within about 3 units, visibly change color and lift/open their lid, and can be searched again after roughly three waves with a newly randomized item. The context-sensitive USE action should open a nearby door first, then open a nearby chest, or shoot if neither is nearby. Also support the E key for opening chests. Doors are usable within about 3 units and toggle between closed and rotated-open states, with status messages such as “Door opened” and “Door closed.”

Use a 12-slot inventory with selectable slots, item icons/short labels, an active slot highlighted gold, and a trash/remove button on occupied slots. The INVENTORY button toggles an inventory and crafting panel. Picking up ammo immediately converts it to reserve ammo: Ammo Pistol adds 10 pistol rounds, Ammo Assault adds 40 AR rounds, and Ammo SMG adds 30 SMG rounds. Food is consumable and restores 25 hunger. Grenades can be selected/used or thrown from the dedicated GRENADE button; throw a visible green grenade from the camera forward in a ballistic arc, let it live for about 2 seconds, then explode and deal 20 damage to every zombie within 4 units. Shield Piece is collectible but does not need a special active-use behavior beyond being stored.

Crafting is the central weapon progression: four matching Pistol Part items craft a Pistol, four AR Part items craft an AR, and four SMG Part items craft an SMG; consume the four parts and add the weapon to inventory. Show current ammo counts and craft buttons in the inventory panel. The USE button fires the first crafted weapon found in inventory if no door/chest is in range, using the centered crosshair/raycast. Pistol damage is 5 per hit, AR damage 15, and SMG damage 10; firing consumes one matching reserve round and displays status feedback if no weapon or ammo is available. Do not add automatic weapons, reload systems, or other unimplemented weapons.

Build the HUD as a translucent dark rounded panel in the upper-left. It must show “HP 100 · Shield 0,” a red HP bar, “Hunger 100” with a gold hunger bar, “Wave 1 · 45s · Zombies 0,” and a status/instruction line such as “Use the action button near doors and chests.” Update HP, shield, hunger, wave, countdown, and zombie count live. Hunger slowly drains over time (about 0.15 per second); once empty, HP drains about 2 per second. Show a small upper-right control hint, “WASD / thumbstick” and “USE opens doors, opens chests, or shoots.” At bottom-right, provide large dark blue-gray rounded buttons labeled USE, GRENADE, and INVENTORY, with GRENADE in an olive tone and USE in green. At bottom-left, show inventory slots when the inventory UI is open; retain the visible centered crosshair. Make the interface touch-friendly, pointer-event enabled, and responsive to narrow portrait screens. Keep the visual style minimalist, low-poly, block-built, gloomy but readable, with no extra narrative systems or features not described here.

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