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Arcade › Last Camp
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Braxton young built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Last Camp yet. Play it, then tell Braxton young what you would add next.
Last Camp was built by Braxton young 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 Camp 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 survival-chase game titled “Last Camp.” Use a stylized low-poly cube-world look with soft shadows, simple bright materials, and an elevated third-person chase camera looking down at a circular arena. The arena is a large square ground plane bounded visually by a pale circular ring; keep the camera centered on the player during normal play and smoothly follow the selected target during spectating. The scene should have a sky-colored background/fog, directional sunlight, and scattered low-poly environmental props: blocky trees, rocks, and wooden crates. Props should have collision radii so characters are pushed around them and cannot leave the arena, but do not add weapons or combat abilities. At the start of each round, randomly select one map and one mode. The map pool is exactly: Forest Camp, Rocky Pass, Supply Yard, and Open Grove. Give each map its own ground, sky/fog, ring colors, prop layout, medkit locations, and player/killer spawn locations. Forest Camp is green with many trees and scattered rocks/crates; Rocky Pass is brown/tan with numerous rocks and sparse trees; Supply Yard is gray-blue and has rows/groups of crates; Open Grove is dark green with trees around the perimeter and a small central crate arrangement. Use rotating/floating medkit pickups: simple white boxes with red crosses placed at map-specific positions. When the player touches one, remove it and restore 34 health, capped at 100. The player is a blue capsule-shaped survivor with a peach-colored spherical head and a small forward-pointing cone/arrow marker. Spawn the player at the map’s player spawn with 100 health. Also spawn exactly 11 colored capsule survivor bots around the player. Their colors should vary (red, yellow, purple, cyan, pink, green, orange, teal, etc.), and each should have a pale head and a small white directional arrow. Bots wander around the arena, avoid the nearest active killer when it comes within a fear radius, and are gently pulled back from the arena edge. They are not directly controlled by the player. Spawn one animated low-poly zombie killer using an animated zombie character model if available, with a dark fallback capsule zombie and glowing red eyes if the model fails. In “Double Killers” mode, show a second separate killer. The killer continuously targets the closest living survivor, including the player, and moves toward them. Killer speed should gradually increase slightly as the timer progresses. On contact with the player at close range, deal repeated damage with a short cooldown; the mode determines damage. On contact with a survivor bot, catch that bot, hide/remove it, decrement the survivor count, and display a brief message such as “Bot 2 was caught.” Implement exactly these four randomly selected modes: Normal (1 killer, standard speed and 24 damage), Double Killers (2 killers, each slightly below standard speed and 22 damage), Fast Killer (1 killer at roughly 1.34x speed and 24 damage), and Hardcore (1 killer at roughly 1.12x speed and 34 damage). The round lasts 115 seconds. The player wins when the timer reaches zero, showing “You Survived!” and “You lasted until rescue arrived.” with a Restart button. Restart should randomly choose a new map and mode, reset health/time/pickups, restore all bots, and reposition everyone. If the player’s health reaches zero, hide the player and stop player movement instead of immediately ending the round. Enter spectate mode while the remaining bots and killers continue moving. Change the camera to follow the currently selected living survivor or active killer. Display spectating controls with the current target name and Previous/Next buttons; support Q/E and [/] keyboard shortcuts as well. The spectate target list should contain living survivor bots followed by active killers. If all survivor bots are caught while spectating, end with “Game Over” and “Everyone was caught.” Build an always-visible HUD over the game. In the upper-left, use a dark translucent rounded panel with the uppercase title “LAST CAMP” and subtitle “Survive the killer bot.” In the upper-right, use a matching panel showing the current Map, Mode, Health (or “Caught” while spectating), remaining Time in seconds, “Survivor bots” as alive/11, and “Killer chasing” with the current target name(s). While playing, show a bottom-center dark translucent hint panel reading: “Move: WASD / Arrow Keys · On phone: drag the circle · Hide behind trees and crates to make space.” Support WASD and arrow keys for movement. On touch devices, show a translucent circular virtual joystick at bottom-left; dragging it controls movement. Show short centered notifications for map/mode starts, hits, medkit pickup, and caught bots. Use large centered end-state text and a Restart button. Preserve the clean, readable, rounded dark-panel UI and the colorful low-poly visual style visible in the reference.