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Arcade › Last Squad
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Shay reen built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Last Squad yet. Play it, then tell Shay reen what you would add next.
Last Squad was built by Shay reen 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 Squad 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 third-person 3D low-poly arcade shooter titled "Last Squad". Use a wide, simple battlefield viewed from behind and slightly above the player, with a perspective camera following the player at roughly 7 units distance. The world should have a pale blue sky/background with matching distance fog, soft shadows, and a flat muted green square ground. Place a long, narrow gray-green central road or strip through the battlefield and scatter simple dark brown cover: mostly waist-high rectangular crates, plus a few short cylindrical barrels, arranged along both sides and farther into the field. The player is a stylized low-poly animated male soldier in dark green/black gear and helmet, positioned near one end of the road and facing into the arena. Use an animated soldier model with idle and walking/running animations, cast shadows, and a small glowing mint-green plus crosshair centered on screen. The camera should follow the soldier in third person; keyboard movement uses WASD, and mouse/touch dragging rotates/aims the camera. The controls hint should read "WASD / joystick to move" and "Drag to aim · Space jump" as shown in the HUD, while also provide a prominent on-screen circular FIRE button for touch/mouse input. In the implemented mechanics, firing can also be triggered with the Space key, and holding the FIRE button repeatedly fires at a short cooldown. Spawn exactly five enemy soldiers at separated positions around the road and cover, ahead and to the sides of the player. They should use the same basic soldier body but be colored dark crimson/red, with darker red emissive accents, idle animations, and shadows. Enemies remain stationary except for turning to face the player when close enough; when the player is within about 22 world units, each enemy periodically fires a small glowing red projectile toward the player, with individual cooldowns around 2.2–3.4 seconds. Enemy projectiles travel quickly and damage the player for 15 HP when they come within about one unit; remove projectiles after a short lifetime. The player starts with 100 HP. Implement shooting with a roughly 240 ms fire cooldown. Spawn a tiny glowing pale-yellow projectile from the soldier toward the camera's forward horizontal direction. Show its travel briefly, but player shots should check enemies within 30 units and within a narrow forward aiming cone; a valid hit immediately eliminates one enemy, hides that enemy, increments KILLS, and updates the remaining squad count. The player wins after all five enemies are eliminated, displaying the centered message "SQUAD CLEARED" and a "PLAY AGAIN" button. If HP reaches zero, stop gameplay and display "YOU WERE ELIMINATED" with the same restart button. The restart button reloads/resets the game. Build a clean fullscreen responsive HUD over the canvas. At the upper-left, use a rounded translucent navy panel with the exact-style readout: "SQUAD: 5" initially (and decrement it as enemies are eliminated), then a second line "HP: 100 · KILLS: 0" with the numeric values in bright mint green. At upper-right, use a matching panel with the two-line movement/aim hint. Put a mint/white glowing plus crosshair at the exact screen center. Put a large red-pink circular FIRE button with a pale border, white bold text, and subtle shadow at the lower-right; it should respond visually when pressed. Use a minimal polished low-poly aesthetic, muted military greens and gray-browns, crimson enemies, soft lighting, fog, and no extra weapons, pickups, maps, score systems, or invented UI beyond these visible elements.