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Arcade › Last Stand
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jackson Adams built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Last Stand yet. Play it, then tell Jackson Adams what you would add next.
Last Stand was built by Jackson Adams 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 Stand 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 playable browser-based 3D first-person ice hockey goalie game titled “Last Stand.” The player is the home goalie stationed inside the near (left-side) crease of a full rink, defending the blue-framed home goal at x=-29.2 while the away team attacks toward it; the home team attacks the red-framed goal at the far end. Use a Three.js-style perspective camera with mouse look and pointer lock, positioned at goalie height just inside the crease, with a small white crosshair centered on screen. The rink should be clean and bright: a white/very pale blue ice surface approximately 60 units long by 26 wide, red center line and goal lines, blue lines around x=-18 and x=18, red faceoff circles, white boards with dark rails, translucent pale-blue glass, and simple visible goal frames with semi-transparent netting. Use simple low-detail 3D skaters: capsule-like bodies, spherical heads, sticks, blue uniforms for five home skaters and red uniforms for five away skaters. Keep the view and setting readable as a tense game-seven defensive situation rather than a menu or cutscene. Core loop: start with a 3-minute clock (03:00), home and away score at 0-0, and a faceoff at center ice. The puck is a small dark disk sliding on the ice. Both teams should play autonomously with five skaters each and structured tactical movement rather than all simply chasing the puck. Include roles Center (C), Left Wing (LW), Right Wing (RW), Left Defense (LD), and Right Defense (RD). When a team has possession, its players form attacking/support lanes and the puck carrier skates up ice; the carrier periodically chooses to skate, pass to a teammate, or shoot. Shooters take shots when near the attacking end and in a central lane. When a team is defending, its players retreat into defensive anchors, centers stay between puck and goal, and defensemen mark dangerous opponents/protect the slot. Players should avoid overlapping through simple separation, and loose pucks should attract the nearest skater from each team. Possession changes via puck pickup, passes, shots, rebounds, and goalie actions. Goalie controls and restrictions: WASD moves the goalie only within the near crease, with W/S moving along the rink direction and A/D moving side-to-side; constrain movement to roughly x=-27.4..-23.4 and z=-3.8..3.8. Mouse look rotates the first-person view; clamp vertical look. Shift activates a slower butterfly/crouch save stance, lowering the camera and increasing effective save reach. Space performs a short poke-check/blocker burst in front of the goalie, knocking a nearby puck away toward center ice and producing a small spray of ice dust. R resets the view to center ice. Clicking locks the mouse; while unlocked, show a status such as “Click to get back in net.” Add subtle puck/player movement feedback, small ice-dust particles on poke checks and saves, and a brief bright radial impact flash when a save or goal occurs. Simple synthesized hockey-like sounds may accompany passes, shots, saves, metal/board impacts, and goals, but the game must remain playable without relying on external art assets. Puck and scoring rules: the puck moves with velocity and friction when loose, bounces off rink boundaries, attaches ahead of a skater while carried, and travels toward the appropriate goal on shots. A shot entering the near goal scores for Away; a shot entering the far goal scores for Home. After a goal, reset the puck and players to center-faceoff positions, return the goalie to the crease, and continue play. The goalie automatically makes a save when an incoming puck or away puck is within reach in front of the goalie; a normal stance has about 1.05 units of reach and butterfly about 1.3. On a save, count it, flash the screen, kick the puck back up ice, and show “Save made — kick it out.” The player should also be able to poke the puck before it reaches the goal. HUD and presentation: place a dark translucent rounded HUD bar at the top center with the text “HOME 0 — 0 AWAY,” a large digital-style clock, and a status line. Show status messages such as “Protect the house,” “Track the puck and own the crease,” possession/pass/shot messages, save messages, and goal messages. Include the save count in the status, and append “OT” during overtime and “Final” after the game ends. Put the instruction strip along the bottom center reading “WASD move in the crease · Mouse look · Shift butterfly · Space poke check · R reset view.” Put a small white crosshair at screen center. In the lower-right, show a dark framed tactical minimap/canvas of the whole rink with a pale rink background, center line, blue dots for home skaters, red dots for away skaters, a dark square for the goalie, and a black dot for the puck. Use a cool blue/white arena palette, dark navy UI panels, crisp sans-serif text, soft shadows, translucent glass, and clean arcade-simulation presentation. Match ending: when the 3-minute clock reaches zero, the team with the higher score wins and show a final status such as “Home survives game seven” or “Away steals game seven.” If tied, begin sudden-death overtime with a 60-second clock, reset for a faceoff, and display “Sudden death overtime.” If still tied when overtime expires, end with “Still tied after overtime.” Keep the experience as one continuous playable match with no invented powerups, weapons, inventory, menus, or extra game modes.