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Last Drop

  • 3d
  • third-person
  • battle-royale
  • survival
  • shooter
  • arcade
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. prince vishwakarma built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Last Drop yet. Play it, then tell prince vishwakarma what you would add next.

Make your own game

Last Drop was built by prince vishwakarma 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 Drop 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 Drop

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 playable third-person 3D battle-royale survival game titled “Last Drop.” The player is a stylized low-poly animated soldier viewed from behind in a compact circular grassy arena under a bright blue sky. Use a soft toon/asset-pack look: green grass terrain, strong directional sunlight and soft shadows, light blue atmospheric fog, dark circular arena boundary, and Quaternius-style soldier, crate, barrel, tree, wall, house, tower, and sci-fi gun models. The camera follows behind the player, with mouse/touch look controlling yaw and pitch. Normal camera distance is about 6.7 units with a 63-degree field of view; while aiming, tighten to about 4.2 units, lower the camera slightly, and use a 48-degree field of view. Keep the player centered with a white “+” crosshair, changing to an outlined aiming reticle while aiming.

Game objective and flow: begin on a loading/start screen with the message “Last survivor wins\nPick up loot, stay in the zone” and a prominent orange-red START MATCH button. The arena contains the player and exactly five AI opponents, so the initial HUD count is 6 Alive. The match starts only after the Start Match button is pressed, or on mobile when FIRE is pressed. The player wins when all five AI soldiers are eliminated, showing “VICTORY ROYALE\nYou are the last survivor.” The player loses at zero health, showing “ELIMINATED\nClick to restart”; clicking after game over reloads/restarts the game.

Build the arena as a roughly 31-unit-radius circular grass island with a dark outer ring. Place collision obstacles and visual cover around it: multiple wooden crates and barrels in clusters, five stylized trees around the perimeter, a north watchtower, east and west houses, several stone wall sections, and a small roofless procedural supply shed. Obstacles use circular collision approximations, block movement and line of sight, and the player and bots cannot leave the arena. Place eight glowing, bobbing and slowly rotating loot locations around the map. Most are weapon pickups and some are green medkits. Weapon pickups show a colored glowing disc and a gun model; medkits show a white box with a red cross.

Player controls: WASD or arrow keys move relative to the camera; mouse movement looks around after pointer lock; left mouse shoots and requests pointer lock; right mouse aims down sights; Space jumps; Shift sprints; E picks up nearby loot; number keys 1, 2, and 3 select Pistol, Rifle, and Shotgun; R reloads. Movement speed is 5.2 normally, 8.2 while sprinting, and 3.5 while aiming. Jump with a visible jump animation and gravity. On mobile, provide a left virtual joystick plus AIM, JUMP, E pickup, and FIRE buttons; dragging the right side of the screen looks around. Make the UI usable on both desktop and touch screens.

Implement exactly three weapons with distinct stats and stylized colored bullet tracers. Pistol: 18 damage, 0.34-second fire rate, 28-unit range, 12-round magazine, 36 reserve rounds, low spread. Rifle: 12 damage, 0.12-second fire rate, 36-unit range, 30-round magazine, 90 reserve rounds, tighter spread. Shotgun: six pellets per shot, 9 damage per pellet, 0.82-second fire rate, 18-unit range, 6-round magazine, 24 reserve rounds, wide spread. Shooting consumes magazine ammunition, automatically attempts a reload when firing with an empty magazine if reserve ammo exists, and R performs a normal reload. Shots use line-of-sight checks against circular cover and can hit visible actors; show very brief red or weapon-colored tracer lines. Aiming reduces spread. The player starts with a Pistol and 12/36 ammo. Picking up a weapon equips it, fills its magazine, and adds its reserve ammo. Picking up a medkit restores 35 health, up to 100.

Create five AI soldiers with blue/different soldier models. They roam around the arena, avoid obstacle collision, seek nearby weapons or medkits when useful, and choose random patrol points when not engaged. They detect the nearest living enemy, move toward nearby targets, and shoot only when the target is within weapon range and visible around cover. Give them the same 100-health combat model and weapon/ammo behavior, and have defeated bots play a death animation and drop their current weapon as loot. Use idle, walk, run, jump, shooting, pickup, hit-reaction, and death animations where available. Actors should visibly rotate toward movement and targets.

Add a shrinking safe zone: start with a blue circular safe-zone ring centered slightly east/north of the arena center (approximately x=2, z=-2), radius 27. Over 180 seconds, shrink linearly to radius 7. Show a translucent blue cylindrical storm wall and bright blue ground ring. Every actor outside the safe zone takes periodic damage roughly every 0.55 seconds, starting at 4 damage and increasing to about 7 as the zone closes. Display the remaining timer as 3:00 counting down to 0:00, and show “Outside the safe zone!” in the status for the player when applicable.

HUD style: use clean dark translucent rounded glass panels with subtle borders, blur, and shadows over the 3D view. At the top left show “LAST DROP” and the current status such as “Match live. Stay inside the zone.” At the top center/right show “Alive 6” (decreasing as actors die) and “Zone 3:00.” At the bottom left show a Health panel with a green-yellow-red horizontal meter and numeric health, starting at 100. At the bottom center show Weapon, weapon name, and magazine/reserve ammunition. On desktop, show a help panel reading “WASD move · Mouse look · LMB shoot · RMB aim · Space jump · Shift sprint · E pickup · 1-3 switch.” Show contextual status text near the top/center for pickup prompts such as “Press E for Rifle” or “Press E for medkit.” Keep the large start/instruction message centered over the scene before the match, and clear it shortly after the match begins. Use bright orange/red gradient styling for the start button and FIRE button, with white high-contrast text.

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