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Arcade › Last Drop
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Maura McVey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Last Drop yet. Play it, then tell Maura McVey what you would add next.
Last Drop was built by Maura McVey 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.
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-based 3D top-down action shooter/battle-arena game titled “Last Drop,” using Three.js-style rendering and a polished low-poly/toon military aesthetic. The camera is a perspective top-down follow camera looking down at a circular arena; keep the player centered and show a broad view of the playfield. Use soft shadows, fog, ACES-like tone mapping, a dark blue-green atmospheric background, and a large circular arena with a darker outer rim, a green inner playfield, a faint radial/grid pattern, and a bright glowing circular safe-zone ring. Add a small central lake/water disc and scattered low-poly environmental props: trees, crates, and explosive barrels. The alternate map changes the presentation to a warm desert palette: “Dust Basin” has brown/orange ground, amber ring/grid colors, and a brown water/terrain feature; “Emerald Wilds” uses green ground and cool blue-green water. Begin with a full-screen “CHOOSE YOUR DROP” menu branded “LAST DROP,” offering exactly two map choices: “Emerald Wilds” with the description “Dense forest, cool water, and long sightlines through the trees,” and “Dust Basin” with the description “Hot desert ground, amber storm light, and tighter cover routes.” After selecting a map, show a “CUSTOMIZE YOUR OPERATIVE” loadout screen. Let the player enter a callsign (default RANGER, maximum 16 characters), choose one of four suit colors (blue, red, green, or yellow), and choose one of four weapons: Sidearm/pistol (18 damage, balanced), Raptor AK (12 damage, fast fire), Scattergun/shotgun (five pellets, close range), or Skyhammer/rocket launcher (55 damage, explosive). Include a “DEPLOY OPERATIVE” button. Spawn a stylized low-poly humanoid soldier avatar in the arena near the lower/start side, with the selected suit color and selected weapon visibly attached in their hands. Populate the arena with 11 AI humanoid enemies, for 12 combatants total; enemies have 40 HP, use an idle animation if available, chase the player when within 15 units, rotate toward the player, and deal close-range contact damage. Defeated enemies disappear and increase the player’s KO count while decreasing the ALIVE count. Include several animated flying enemy spaceships above the arena, each with visible twin cannons, moving on gentle sinusoidal paths; they can also be damaged and destroyed by player projectiles. The main objective is to survive and eliminate opponents inside the shrinking safe zone. Start with player HP 100, ALIVE 12, KOs 0, a 25-meter safe radius, and a 90-second zone countdown. After 25 seconds, steadily shrink the ring toward a minimum radius of 10 meters. Deal continuous damage to the player while they are outside the safe radius. End the match when HP reaches zero and display “ELIMINATED — refresh to redeploy”; the HUD should show “MATCH ENDED” after game over. Do not add an invented victory screen or additional win condition beyond the visible survival/combat loop. On foot, support WASD and arrow-key movement through a top-down character controller with collision floor, sprinting with Shift, mouse/tap on the canvas to fire, and Space to fire. Projectiles travel forward from the player in the camera-facing horizontal direction. Implement the weapon stats and firing behavior: pistol has one projectile with 260 ms cooldown and 18 damage; AK has one projectile with 105 ms cooldown and 12 damage; shotgun has five pellets with 620 ms cooldown and 10 damage each; rocket has one explosive-looking projectile with 900 ms cooldown and 55 damage. Projectiles have finite lifetimes and hit enemies or enemy ships. Rockets/bombs create a brief expanding orange wireframe blast effect and damage nearby enemies/ships within an area. Place a player skyship near the arena. When the player is close enough, pressing E or the “BOARD SHIP” button boards it: hide the humanoid, attach/control the player’s position to the ship, and switch to a low flying camera view. While aboard, use WASD/arrows (or the on-screen directional flight pad on mobile) to fly horizontally, with Shift for faster flight; clamp movement to the arena bounds. The ship has visible twin cannons and the button changes to “EXIT SHIP.” Press E/button again to disembark and restore the humanoid. While aboard, the “FIRE CANNON” button and mouse/tap firing launch larger explosive cannon bombs from the ship, with gravity, a short lifetime, area explosions, and damage to nearby enemies and enemy ships. Show the flight pad primarily when riding the ship. Build a persistent in-game HUD over the canvas. At the top-left, use a translucent dark rounded panel with pale blue border accents showing “LAST DROP · [MAP NAME]” and a status line such as “[MAP NAME] · ZONE [remaining seconds]s · [radius]m.” At the top-right, show the callsign and weapon name, then “ALIVE [count] · HP [health]” and “KOs [count].” Place a white crosshair at screen center. Show temporary center-top messages such as “DROP IN — [CALLSIGN],” “MAP 2 — DUST BASIN,” “BOARDING SKYSHIP,” and “DISEMBARKED.” Along the bottom, show a dark translucent instruction panel reading essentially: “WASD / arrows to move · click or tap to fire · M to switch map · E to board ship · tap FIRE CANNON · WASD to fly · Shift to sprint.” Include buttons for “CHAT,” “FIRE CANNON,” and “BOARD SHIP.” The chat button opens a dark translucent chat panel with a scrollable message area initially containing “SYSTEM: Welcome to Last Drop.” and a text input/send button; submitted messages are prefixed by the player’s callsign. Keep the interface responsive and touch-friendly, with translucent dark panels, cool pale-blue borders, uppercase letter spacing, and mobile-friendly controls. Use the actual game behavior that Space fires; do not make Space a jump action.”,