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Last Landing

  • 3d
  • top-down
  • tower-defense
  • arcade
  • sci-fi
  • wave-survival
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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. CARTER HAHN built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Last Landing yet. Play it, then tell CARTER HAHN what you would add next.

Make your own game

Last Landing was built by CARTER HAHN 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 Landing 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 Landing

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 Three.js-style 3D top-down defense game titled “LAST LANDING.” Use an orthographic camera high above a small circular dark space arena, looking diagonally down at the origin. The world should have a deep navy background with subtle fog, a dark blue-gray circular floor, soft shadows, and cool cyan/orange lighting. Keep the camera fixed over the arena; resize it responsively for the viewport.

At the center, build the relay base that the player must defend: a low faceted blue-gray octagonal/cylindrical core with a bright cyan glowing raised central cylinder, surrounded by four vertical orange illuminated braces. Put a thin glowing cyan circular defense ring on the ground around it. Add a few static space-kit-style decorations around the arena: a rocket/relay dish toward the left/back, a double defense turret toward the right/back, and a large brown crater toward the left/front. These are environmental props and do not need additional gameplay behavior.

The player is a small stylized low-poly cyan robot/space defender, initially positioned south of the base. Give it a faceted cyan body, a dark visor with cyan glow, and a small orange forward gun. The player moves on the ground plane with WASD or arrow keys, at speed about 4.3, constrained to approximately x/z coordinates -8 to 8. Aim with the mouse pointer projected onto the arena and rotate the player toward the aim point. Clicking fires, and Space also fires; while held, Space should repeatedly fire. Each shot is a bright cyan plasma sphere traveling toward the aim direction at about 15 units/second, with a short lifetime. If the aim is too close to the player, fire toward the nearest enemy instead.

Spawn hostile low-poly red robots from a radius of roughly 11 around the arena, outside the visible central defense area. Each enemy is a simple blocky red robot with a box body, two short legs, and a small glowing yellow/orange eye strip. Enemies continuously walk toward the central base. When within about 1.8 units of the origin, they damage the base for 4 health per second. They have 2 hit points initially, with hit points increasing by one every three waves, and move at approximately 0.9 plus 0.05 per wave. Plasma hits within about 0.7 units reduce enemy health; destroy an enemy at zero health, remove it, add 10 score, and add 1 scrap. Shots disappear on impact or after their lifetime.

Use wave-based spawning. Wave 1 begins with 3 + (wave number × 2) robots, so five robots on wave 1. Spawn them over time, initially about 0.85 seconds apart, with the interval shortening slightly on later waves but never below about 0.22 seconds. After all scheduled enemies have spawned and all enemies are destroyed, wait about two seconds, increment the wave, and start the next wave. Display “Incoming robots: N” while spawning and “Hold the line” during an active wave.

The relay base starts at 100 health. If it reaches zero, stop gameplay, set the message to “BASE LOST — press R to restart,” and allow R to reset the game to wave 1, score 0, scrap 0, base health 100, player back at the southern starting position, and no enemies or bullets. There is no separate victory condition; the escalating waves are the ongoing objective.

Add a fixed HTML HUD overlay matching the game’s compact sci-fi style. In the upper-left, show a dark translucent rounded panel with cyan “LAST LANDING,” “Base 100%” (updated live), a green horizontal health bar, and “Score 0 · Scrap 0.” At the top center, show “WAVE 1” in warm yellow and a status message below it. On desktop, show a bottom hint: “WASD / arrows to move · mouse to aim · click or Space to fire.” On touch/mobile layouts, hide that desktop hint and show bottom-right controls: a circular up/move button and a larger red circular FIRE button; holding FIRE should shoot and the move button should move the player upward toward the base. Use pointer events and touch-friendly styling. Keep the overall rendering low-poly, clean, shadowed, colorful, and arcade-like, with cyan plasma/base glow contrasting against navy space, orange base accents, and red enemies.

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