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Arcade › Last Match
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sam Hsu built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Last Match yet. Play it, then tell Sam Hsu what you would add next.
Last Match was built by Sam Hsu 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 Match 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 Match” as a browser-based, single-player 3D survival game with a dark, cinematic top-down/isometric camera. The player first sees a full-screen dog-selection menu over a smoky brown/black radial-gradient background. Center a large rounded dark translucent panel with a thin warm-orange border and shadow. Show the orange uppercase label “A SINGLE-PLAYER SURVIVAL GAME”, the title “Last Match” in large pale peach type, and the subtitle: “The room is already burning. Choose your dog, grab the hose, and stamp out every fire before the ceiling gives way.” Below it, provide a responsive grid of ten selectable dog cards (five columns on wide screens, two on narrow screens): Maltese, Original Yellow (selected by default), Golden Retriever, Husky, Pug, Black Lab, Dalmatian, Corgi, Chocolate Lab, and Snow Dog. Each card has a circular color swatch and its name; the selected card has a brighter orange border, warmer brown background, and subtle glow. Use these exact swatch colors: #fff4df, #e9b338, #d88932, #8da0ad, #d2a37c, #25201e, #f3eee2, #c96d32, #6b3d29, and #f5f5f1. Add a full-width orange button reading “Choose this dog and enter the room.” On starting, hide the menu and enter a 3D enclosed burning room rendered with Three.js-style lighting, shadows, fog, and an overhead perspective camera following the dog. Use a dark burnt-brown palette: background/fog around #180f0b, a broad charred brown floor approximately 18 by 14 units, back/side walls, and several dark reddish ceiling beams overhead. Put three dim reddish glowing rectangular openings/windows on the back wall. Light the scene with a warm peach hemisphere light, a strong orange directional light casting soft shadows, and a flickering orange point light near the room center. Load/use an animated husky-like quadruped dog model as the player, recolor its materials to the selected dog’s swatch color, give it a modest scale variation per breed, and place it near the center/front of the room. It should idle when stationary and animate/move faster while walking. Keep the camera in a top-down third-person view about 12 units away, with the dog as the target. The core objective is to extinguish every fire before the room heat reaches zero. Start with exactly five visible stylized fires on the floor at approximately (-5,-2), (0,-3), (5,-1), (-3,2), and (3,3) in room x/z coordinates. Each fire is a small group of two glowing low-poly cones: a large red-orange outer flame and a smaller yellow inner flame, with emissive materials and a warm flicker. Fires have different starting sizes around 0.8–1.1. Move the dog using WASD or arrow keys. When the player is within about 3.2 units of the nearest fire, holding SPACE continuously sprays it; also provide a touch/mouse-friendly “SPRAY” button in the HUD that works while held. Spraying reduces that fire’s strength continuously, scales the flame down, and hides/removes it when nearly extinguished. Spraying does nothing if no fire is close. During play, show a fixed HUD overlay. At the top, display a dark rounded “ROOM HEAT” meter with the current percentage (starting at 100%) and a horizontal bar colored from yellow through orange to red. Put a light cream rounded SPRAY button beside it. At the bottom center, show the hint: “Move with WASD / arrows. Hold SPACE or SPRAY near a fire.” Room heat continuously decreases at about 1.15 percentage points per second. Every 2.2 seconds, spawn a brown irregular rectangular debris block high near the ceiling at a random room position; it falls under gravity, rotates while falling, and when it hits the floor it creates a new small fire (about 0.55 strength) and adds 12 heat, capped at 100. Thus the player must move quickly and handle both the original flames and newly created fires. Existing flames very slowly recover toward their base strength if not being extinguished. Keep the fiery light subtly flickering. If all fires are extinguished while the game is active, stop gameplay and show a centered result panel over the scene: tag “THE ROOM IS QUIET”, title “Saved”, and text “Every flame is out. [selected dog name] is the hero of the hour.” If room heat reaches 0 first, stop gameplay and show tag “THE ROOM WINS”, title “Ashes”, and text “The ceiling collapsed before you could reach every fire. Try a different dog and move faster.” In either case hide the HUD and provide a button labeled “Try another dog” that returns to the dog-selection menu. Preserve the warm, smoky, dangerous visual identity throughout: very dark brown environment, orange fire illumination, cream/orange typography, rounded UI panels, subtle borders, and soft shadows. Make the layout responsive for desktop and mobile, including the two-column dog grid and touch spray control on small screens.