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Arcade › Last Circuit
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Last Circuit 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 Circuit 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.
Rebuild a playable browser game titled “Last Circuit,” a stylized neon robot battle-royale slice. Use a dark cinematic third-person 3D perspective with a controllable small humanoid robot in a rectangular enclosed alley district. The arena is a 44x44 dark gray floor, surrounded by tall dark building/facade blocks on all four sides, with cyan and magenta glowing shopfront panels and floating neon-style signs reading PET SHOP, KEBAB, ICE CREAM, and ARCADE. Add several chunky dark rectangular cover blocks in the central arena. Lighting should be atmospheric and high contrast: deep navy/black background and fog, cool cyan and hot pink point lights, emissive neon materials, soft shadows, and a futuristic cyberpunk palette. Before play, show a full-screen staging/customization menu over the dark neon background. Center a wide dark translucent panel with a thin cyan border and subtle glow. Display the title “LAST CIRCUIT,” with LAST in pale cyan/white and CIRCUIT in vivid pink, followed by the subtitle “ROBOT BATTLE ROYALE // 15 COMBATANTS // ONE LIFE.” Include two customization cards labeled “ARMOR FINISH” and “ENERGY CORE,” each with a color picker; default armor is cyan (#28c6d8) and the core is pink (#ff3c9d). Include a LOADOUT card with three selectable buttons: “PULSE PISTOL,” “ARC SMG,” and “SCATTER CANNON.” Include a large full-width gradient launch button labeled “DROP INTO THE ALLEY,” plus explanatory text that this is a stylized playable slice where the player customizes a robot and survives the neon district while rival bots hunt each other. Selecting a loadout should highlight the chosen button. On launch, hide the menu and spawn the player robot at the southern side of the arena, around (0, 0, 8). The player is a chunky metallic humanoid robot made from simple geometric parts: cyan armor body, dark head, a thin bright pink glowing horizontal eye/core strip, articulated arms with cylindrical hands, and two legs. Attach a simple dark gun to the robot’s right/front side with an emissive muzzle. Spawn 14 rival robots around a circular perimeter, making 15 combatants total including the player. Rivals have gray metallic bodies, dark heads, and alternating cyan or pink glowing eyes. They should be visible as enemies in the arena, move slowly when not engaging, turn toward the player when nearby, and periodically fire at the player when within roughly 16 world units. In the actual rules, rival shots can eliminate the player, while the player can eliminate rivals with one successful hit; remove defeated rivals from the scene and decrement the alive count. The goal is to be the last surviving robot: when only the player remains, show VICTORY; if hit by a rival shot, hide the player and show ELIMINATED. Provide restart with R. Implement third-person movement using WASD at approximately 5.2 speed, with the camera following behind and above the robot. Support the supplied/runtime third-person touch controls on mobile if available, with a keyboard fallback. Include a camera/aim toggle on V: normal mode follows from behind at about 5.8 distance, while aim mode moves close behind the robot and looks forward; hide the weapon in aim mode. Aim/fire with the left mouse click. Fire visible small glowing projectile spheres: player projectiles are cyan-white and enemy projectiles are pink-red. Show a centered “+” crosshair; briefly animate it on recoil. Add weapon recoil and a brief glowing muzzle flash. Implement the three actual weapons and their exact behavior: Pulse Pistol has a 0.32 second cooldown, 1 pellet, no spread, magazine 12, reserve 36, and 1.15 second reload; Arc SMG has a 0.11 second cooldown, 1 pellet, slight 0.035 spread, magazine 28, reserve 84, and 1.55 second reload; Scatter Cannon has a 0.72 second cooldown, 5 pellets, 0.14 spread, magazine 6, reserve 18, and 1.8 second reload. Let Q cycle weapons and number keys 1, 2, and 3 select them. F reloads, with a visible reload animation that swings/moves the weapon and a reload click sound if audio is available. Automatically begin reload when firing with zero ammunition. Show ammo as current/reserve and prevent firing while reloading. Projectiles travel quickly and expire after about one second; a player projectile hitting a rival within close range eliminates that rival, and an enemy projectile hitting the player eliminates the player. Keep a fixed HUD overlay above the 3D scene. In the upper-left, use a translucent dark rectangular top bar with thin cyan border and uppercase spaced typography. Show a skull icon, the current KILLS count (starting 0), a diamond icon, the current ALIVE count (starting 15), an ammo icon, current ammo/reserve, and a pink status label. At staging status is “STAGING”; during play show the weapon name in uppercase, and show “RELOADING” while reloading. Keep the centered crosshair and show a bottom-center translucent prompt with controls such as “WASD MOVE · CLICK FIRE · F RELOAD · Q / 1-3 SWAP · V CAMERA · R RESTART.” On victory replace the prompt with “YOU ARE THE LAST CIRCUIT · R TO RESTART”; on elimination use “YOUR ROBOT IS DOWN · R TO RESTART.” Use responsive CSS so the menu adapts to narrow/mobile screens, while the arena and HUD remain legible. Do not add unshown mechanics such as health bars, loot, shrinking zones, teams, or extra weapons.