Skip to content

Arcade › Last Circle

Last Circle

  • 3d
  • battle-royale
  • third-person
  • action
  • mobile
  • low-poly
0
Remix it Discord

4 plays

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 Last Circle yet. Play it, then tell the creator what you would add next.

Make your own game

Last Circle 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 Last Circle 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 Circle

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 third-person 3D battle-royale-style game titled “Last Circle.” Use a bright low-poly outdoor environment viewed from an over-the-shoulder/third-person camera following the player. The world is a circular grassy battlefield: a large dark-green outer ground disc, a lighter-green inner safe-zone disc, and a thin glowing cyan ring marking the safe zone. Add simple low-poly pine trees, scattered grass blades, rocks, distant conical mountains with pale snow caps, and five small stylized houses around the arena. Each house has tan rectangular walls, a red pyramidal roof, a brown door, and two cyan-blue windows. Place nine dark blue loot crates with bright yellow lids around the map.

The player is an animated low-poly male soldier carrying a small rifle, initially positioned near the arena edge and hidden while aboard the transport phase. Load/use an animated soldier character with idle, walking/running, jumping/falling, and carried-weapon animations. Spawn 15 enemy soldiers around the center at random positions roughly 9–23 meters from the origin; tint them dark red/maroon, give them rifles, and keep them hidden until the drop begins. Enemies automatically pursue the player, walk/run toward them, and attack at close range with periodic punches, dealing 6 HP per hit. Each enemy has 70 HP. The player’s FIRE action should shoot in the camera’s forward direction and automatically select the nearest living enemy within about 22 meters and a narrow aim cone; each hit deals 35 damage, so two hits defeat an enemy. Show a brief yellow shot tracer/beam. Defeated enemies play a death animation and disappear after a short delay. Award one kill per defeated enemy.

At startup, show a transport plane flying across the sky and a prominent centered message “TRANSPORT PLANE” with the subtitle “All players are aboard · Drop in 4s” (the countdown updates, using approximately 4.5 seconds). Provide a blue “DROP NOW” button near the bottom center. Clicking it, or waiting for the countdown, starts the match: hide the plane and drop button, reveal the player and enemies, and briefly show “DROP COMPLETE.” The plane should be a simple low-poly gray/white fuselage with blue wings and tail, a cyan cockpit, and small colored passenger-like spheres.

The central rule is to remain inside the shrinking glowing circle. Start the safe radius at 38 meters and continuously shrink it by about 0.18 meter per second, stopping at 10 meters. Display the current radius in the bottom-left SAFE ZONE panel. The player loses 8 HP per second while outside the zone. Enemies outside the zone lose 6 HP per second. The player begins at 100 HP, can be healed by collecting loot crates, and collecting a crate increases LOOT by 1 and restores 15 HP up to 100; crates disappear when collected. The match ends in ELIMINATED when HP reaches zero, with subtitle “You left the safe zone too long,” or in VICTORY ROYALE with subtitle “You own the circle” when only the player remains alive. Show a blue “DROP AGAIN” restart button after either ending.

Implement movement through the third-person controls: WASD or arrow keys to move, Shift to sprint, and Space to jump. Include touch/click HUD actions: FIRE shoots, DASH performs a rapid 4.5-meter movement in the camera’s horizontal forward direction and has a 2.2-second cooldown displayed on the button, and PAUSE toggles to RESUME and freezes gameplay. Clicking the rendered game view should also fire. Prevent firing, dashing, and match actions when paused or before the drop. Keep the camera following the player with a perspective view, shadows, fog, soft lighting, and a cheerful stylized low-poly visual treatment.

Overlay a fixed, polished HUD over the game. At the top, use a dark translucent rounded panel reading “ALIVE 16 · KILLS 0 · LOOT 0 · HP 100,” with ALIVE in gold/yellow, KILLS red, LOOT gold, and HP cyan/blue; update all values live. On the upper right put a PAUSE button and, on non-touch layouts, a small instruction panel: “WASD / arrows move · Shift sprint · Space jump / Click or FIRE to shoot · DASH to evade · loot the boxes.” Put a centered crosshair made from thin white vertical and horizontal lines. Place the large state message around the upper-middle of the screen. Position DASH (gold/orange) and FIRE (red/pink) buttons at the lower right with strong rounded corners, dark drop shadows, and pressed-down feedback. Put SAFE ZONE in a dark rounded panel at lower left, the radius in blue, and the hint “Stay inside the shrinking circle” along the bottom center. Use a light sky-blue background, bold white typography, translucent navy panels, and saturated blue/gold/red controls. Ensure the initial HUD values and visual composition match the reference: ALIVE 16, KILLS 0, LOOT 0, HP 100, large transport-plane announcement, central house/terrain view, and the bottom action controls.

More free browser games

Browse the whole Arcade →