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Arcade › Last Blockade

Last Blockade

  • 3d
  • tower-defense
  • auto-battler
  • survival
  • zombies
  • mobile
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. Fernando Rodrigues built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Last Blockade yet. Play it, then tell Fernando Rodrigues what you would add next.

Make your own game

Last Blockade was built by Fernando Rodrigues 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 Blockade 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 Blockade

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-friendly 3D auto-defense survival game titled “Last Blockade.” Use a dark, stylized low-poly post-apocalyptic city street viewed from a high, slightly tilted third-person/isometric camera looking down the length of the road. The scene should have a nearly black blue-gray background with atmospheric fog, a long central asphalt roadway, a narrow dashed tan center line, raised gray curbs/sidewalk strips on both sides, scattered dark blocky building ruins, and sparse street lamps on the right with small warm orange lights. Use dramatic soft shadows, cool ambient lighting, and warm gold highlights.

The core gameplay is automatic: there is no player movement or aiming control. Four survivor soldiers stand in formation at the defended end of the street, roughly spread across the road (Victor, Mira, Jax, and Noah), facing incoming enemies. Zombies continuously spawn farther up the road at random horizontal positions and walk toward the squad. Begin with several zombies already visible at different distances, then spawn more at intervals; increase the wave number every 18 seconds and add a few extra zombies at the start of each new wave. Zombie movement should be slow and steady toward the camera/squad. When a zombie reaches the defended end, stop it there and remove its health, representing a breach, but do not invent a separate health/lives system that is not shown.

Each of the four soldiers automatically fires at the foremost zombie roughly every 0.55 seconds. Each shot deals 36 damage. Select the closest/farthest-forward active target, create a very brief bright gold tracer line from the soldier’s weapon toward the zombie and a small gold muzzle flash, and show a floating gold “36” damage number above the target. Zombies should have health around 100 plus 12 per wave, and die after enough hits. On death, remove the zombie and increment the kill counter. Start the kill counter at 786 (it can naturally rise immediately as the automatic defense fires). Display the current wave and a countdown-like remaining-seconds value in the top HUD; wave 1 lasts 18 seconds, then advances indefinitely.

Build a clean HUD over the 3D scene. At the top left show the stacked, widely letter-spaced title “LAST BLOCKADE.” Near the top center show a rounded dark pill reading “WAVE 1 · 16S” or the current wave and remaining seconds. At the top right show a dark red outlined rounded kill badge with a coral skull icon and the kill total. Beneath the wave indicator, center a gold outlined pill reading “AUTO DEFENSE ONLINE.” Along the bottom, show four compact dark rounded survivor cards labeled VICTOR LV.6, MIRA LV.3, JAX LV.4, and NOAH LV.2, each with a thin orange/yellow meter; use approximately 100%, 82%, 91%, and 74% fill respectively. Place a large centered orange-to-gold gradient button below them labeled “GEAR UP · BETWEEN ROUNDS.”

The gear button opens an overlay Armory panel; this is the only meaningful interaction besides closing it. On mobile, make it a nearly full-screen dark rounded panel, and on wider screens a narrow panel on the right. It should pause the underlying game while open. Include a sticky header titled “Armory,” subtitle “Collect shards. Upgrade survivors. Hold the street.” and a close X button. Add a highlighted Victor hero section with a simple portrait/avatar, “Victor,” star rating “★ ★ ☆,” “Frontline survivor,” and weapon information: “Icicle Gun,” “Element · Slow · Continuous,” and “+15% ATK.” Add pill tabs labeled All (active gold), Element, Rapid Fire, and Support. Below, show a two-column grid of dark upgrade cards with circular/radial weapon icons, level labels, shard progress bars, shard counts, and two small buttons per card (“Star Upgrade” and “Lv. Upgrade”). Populate the visible cards with: Icicle Gun Lv.6, 0/200, 32% Element; Street Sweeper Lv.3, 1/100, 44% Rapid Fire; Field Medic Lv.2, 0/80, 18% Support; Molotov Kit Lv.4, 12/150, 51% Element; Nail Rifle Lv.5, 4/120, 36% Rapid Fire; Barricade Core Lv.3, 0/100, 22% Support. These upgrade buttons may be presentational; do not add unshown progression mechanics.

Use low-poly humanoid soldier and zombie character models with simple idle/walk animation. Soldiers are dark-uniformed figures with muted colors, while zombies have visibly pinkish heads/skin and dark clothing. Keep the presentation subdued and cinematic: mostly black, charcoal, navy, and gray scenery, with orange/gold for lane markings, lights, firing effects, meters, buttons, and damage numbers, and coral/red reserved for the skull counter. Ensure responsive HUD sizing and a portrait-oriented layout matching a phone screenshot, while preserving the overhead road composition on wider screens.

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