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Arcade › Last Circle
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gxmini X built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Last Circle yet. Play it, then tell Gxmini X what you would add next.
Last Circle was built by Gxmini X 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.
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 "Last Circle" as a browser-based top-down 2D battle-royale survival game on a large 3500x3500 scrolling map. The camera smoothly follows the player, who is centered on screen, and the view should be darkened outside a circular personal vision radius of about 450 world units (sniper aiming can extend it by about 120). Use a dark sci-fi/neon visual style: deep navy background, faint square grid, cyan glowing building outlines and storm ring, blue-green foliage, bright colored projectiles and restrained HUD panels with translucent black backgrounds, thin cyan borders, rounded corners, and glow effects. Opening state: show a full-screen dark translucent overlay with a centered panel titled "LAST CIRCLE", the subtitle "50 fighters. One shrinking safe zone. Find loot, use cover, and survive the storm.", and a yellow rounded "DROP IN" button. Behind it, show the game HUD and dim map. Clicking the button starts the match. The goal is to be the final surviving fighter among 50 total players: one human player named YOU and 49 autonomous bots. If the player dies, show an overlay such as "PLACED #N - GAME OVER"; if every bot is eliminated, show "VICTORY ROYALE!" and a replay button. Include the number of storm phases in the end message. World and camera: generate an overhead arena with the player initially near the map center at (1750,1750), while bots spawn at random locations away from the center and outside solid obstacles. Place about 18 randomly sized rectangular buildings (roughly 190-330 wide and 170-280 high), 72 glowing blue/cyan trees, 46 translucent teal bushes, 24 gold chests, and 40 brown destructible crates across the map. Buildings have dark inset interiors, neon cyan borders, and a couple of cyan window marks; doors and windows can act as openings for movement/line of sight. Trees and crates block movement and bullets. Bushes provide concealment: a bot inside a bush is hidden from the player unless the player is also in a bush. Show chest, crate, and loot shapes clearly. Add a shrinking storm/safe-zone circle. Begin with a cyan glowing circle centered around the middle of the map with radius about 1600. Every 25 seconds, choose a new target center in the central region and reduce the target radius by about 270, never below 330; interpolate the circle smoothly. Draw the circle prominently on the world and on the minimap. Any player or bot outside the current circle continuously loses health, with storm damage increasing by phase (roughly 5 plus 2 per phase per second). Bots should prioritize returning toward the circle when near its edge. Player controls and movement: WASD or arrow keys move the player at about 190 world units per second, with collision against buildings, trees, and living crates and clamping to the map boundary. Aim with the mouse, using the direction from the player to the mouse/crosshair. Hold the mouse button to fire repeatedly. Use R to reload, Q to drop the currently equipped non-pistol weapon, E near an unopened chest to open it (multiple E presses/progress are needed), and number keys 1-5 to switch inventory slots. The HUD hint should read approximately: "WASD / arrows move · Mouse aim · Hold click fire · R reload · Q drop weapon / 1-5 switch slots · E open chests · Cyan bullets are live". Render a small white crosshair at the screen center. Combat and weapons: support Pistol, Shotgun, Assault Rifle, Sniper Rifle, and Minigun. Give them distinct neon projectile colors and these approximate properties: Pistol yellow, 0.28 second fire interval, 13 damage, range 620, one shot, 12-round magazine; Shotgun pink/red, 0.85 interval, 14 damage per pellet, range 350, five pellets, 5-round magazine; Assault Rifle orange, 0.105 interval, 11 damage, range 740, one shot, 30-round magazine; Sniper Rifle purple, 1.5 second interval, 75 damage, range 1450, very low spread, 4-round magazine; Minigun cyan, 0.055 interval, 8 damage, range 650, 80-round magazine, with a brief spin-up and reduced movement speed while firing. Use shield-first damage: incoming damage depletes the blue shield before health. Draw short-lived glowing colored bullets traveling along their shot lines, floating blue shield or red health damage numbers, and eliminate entities at zero health. Shots should stop at walls and crates, and line-of-sight should account for buildings and trees. The player's initial weapon is a pistol with full health 100 and shield 100; the initial HUD weapon text is "PISTOL · READY". Loot and inventory: use five slots displayed in the top-left panel, initially slot 1 containing PST and the other four empty. Loot should be bright colored floating squares: weapon color for guns and blue for Shield Potion. Chests yield two high-tier items after opening, selecting from sniper rifle, minigun, or shotgun; defeated enemies often drop high-tier loot, crates can drop ordinary pistol or assault-rifle loot, and loot expires after about 45 seconds. Walking over a weapon automatically places it in the first empty slot (or replaces the active slot if full), equips it, and initializes its magazine/reserve. Walking over a Shield Potion restores shield to 100. Q drops the current non-pistol weapon into the world and returns to the pistol. Keep inventory slot abbreviations PST, SG, AR, SNP, and MG, with the active slot highlighted in magenta. Bots: make 49 red opponents labeled Bot 01 through Bot 49. They wander toward loot or bushes, seek the storm-safe area, collect nearby loot, and attack the nearest visible non-dead entity within roughly 620 range. Bots should use randomized pistol, assault rifle, shotgun, or sniper loadouts, use line of sight, shoot within 500 range, and retreat when an opponent is within roughly 210 units. Hide bots from rendering when outside the player's vision, behind walls, or concealed in bushes. Show bot elimination and storm-death messages in a scrolling kill/event feed. HUD layout: fixed HUD over the canvas. Top-left translucent panel should show "PLAYERS ALIVE: 50 / 50", the weapon/ammo line, and five inventory slots. Top-right should contain a scrolling event feed. Bottom-left should contain HEALTH and SHIELD labels with numeric values and horizontal bars: health green, shield blue, both initially 100. Bottom-right should contain a square minimap with a dark green background, gray building blocks, cyan storm circle, green player dot, and small red dots for visible nearby enemies; on narrow screens make it smaller and hide the event feed and controls hint. Put the hint near the bottom center/right on desktop. Use responsive viewport sizing, a crosshair cursor/crosshair, and a dark navy canvas filling the browser window.