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Last Orbit

  • 3d
  • third-person
  • shooter
  • wave-defense
  • sci-fi
  • arcade
  • mobile-friendly
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. Wesley Collins built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Last Orbit yet. Play it, then tell Wesley Collins what you would add next.

Make your own game

Last Orbit was built by Wesley Collins 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 Orbit 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 Orbit

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 third-person sci-fi defense shooter titled “Last Orbit // Outpost K-17.” Use Three.js-style rendering with a dark navy-black background, subtle matching fog, cinematic cool blue lighting, bright cyan rim lights, orange accent light, ACES-like tone mapping, antialiasing, and a mobile-friendly full-screen canvas. Show a modular space-station outpost deck made from individual square floor panels in a rectangular grid, bordered by low sci-fi wall sections. Place several large asteroid rocks and three supply crates around the deck as scenery. The player is a stylized astronaut guardian: a bulky pale pink/white space suit with a glossy dark helmet area and a bright green frog-like face, carrying a gun. Keep the player visible in front-center in a close over-the-shoulder/third-person camera, with a small cyan glowing crosshair fixed at screen center. Use animated idle/gun animation for the player and animated run-with-gun motion for enemies.

The core loop is to hold the outpost and clear successive waves of hostile raiders. Start at wave 1 with four enemies spawned around the player in a ring outside the deck. Enemies are stylized astronaut raiders with a red-panda-like head, dark space gear, and a gun. They continually move directly toward the player, turn to face the player, and attack when within close range. Each enemy has 3 hit points, moves at roughly 1.25 units/second plus 0.12 per wave, and can damage the player for 8 shields once per second while nearby. Begin with 100 shields. When shields reach zero, stop gameplay and display the message “OUTPOST LOST // REFRESH TO REDEPLOY.”

Shooting is a simple aimed plasma attack. On each shot, use the camera’s forward direction and select the nearest enemy within a narrow forward aiming cone (dot product greater than .93) and within the closest distance; reduce that enemy’s health by one. Remove it after three hits and increase the score internally. Also create a small bright cyan plasma bolt traveling forward at about 22 units/second, visible briefly for about .35 seconds. Allow shooting by keyboard Space, left mouse click, or a large touch-friendly circular FIRE button at bottom-right. The button should glow cyan, have a translucent blue background, and compress slightly when pressed.

When all enemies are eliminated, advance the wave, briefly show “BREACH SEALED // WAVE [number],” and begin spawning the next group. Maintain a spawn timer and keep adding enemies until the active count reaches the lesser of 3 + current wave or 8; enemies spawn at radius 13 around the player. Display the HUD as fixed overlays: at top-left, a translucent dark panel with a thin cyan border and glow containing the letter-spaced title “LAST ORBIT // OUTPOST K-17” and objective “Hold the line. Clear the breach.” At top-right, a matching panel showing WAVE, HOSTILES, and SHIELDS with live values. Put the crosshair at exact screen center. Show temporary combat/status messages near the lower middle with cyan glow. On desktop, show a bottom-centered hint reading “WASD / arrows move · mouse drag looks · click or FIRE shoots · space shoots”; hide that hint on narrow mobile screens.

Use third-person controls with WASD/arrow movement, mouse dragging to look around, a movement speed around 5.5, gravity and jump behavior consistent with a third-person controller, and camera distance around 7 units. Keep the player on the station deck. Make the interface dark, minimal, futuristic, and responsive, with rounded translucent panels, cyan borders, blue glow, compact uppercase typography, and no menus or extra mechanics beyond movement, aiming, shooting, waves, hostile contact damage, shields, and the game-over message.

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