Arcade › Last Stand
Click the game above and it runs right here in your browser. No download, no installer, no account needed. olivia.luckey 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 olivia.luckey what you would add next.
Last Stand was built by olivia.luckey 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 game titled "Last Stand": a top-down, orthographic 3D survival arena shooter. The camera looks straight down from above at the player and follows/centers on the player's position, with a broad arena visible around them. Use a dark blue-gray scene background and fog, strong soft shadows, hemisphere plus directional lighting, and a muted green circular ground plane with a subtle square grid overlay. Place a bright cyan/blue translucent circular danger ring around the arena; it starts at radius 11.5 world units and continuously shrinks at 0.12 units per second, stopping at radius 3.2. The ring should be visibly rendered as a thick glowing circular outline on the ground and scale down during play. At game start spawn one player blocky humanoid character at the center and nine blocky humanoid opponents at these approximate positions: (-8,-7), (8,-7), (-8,7), (8,7), (-2,9), (3,-9), (10,1), (-10,-1), and (4,6). Use simple low-poly/Kenney-style block character models, with the player slightly larger than enemies. Characters cast and receive shadows and have an idle animation. The player has 100 HP, moves at speed 7, and enemies move at speed 3.4. Keep the player constrained to x/z coordinates between -11.5 and 11.5. The core goal is to be the last surviving character. Control the player with WASD or arrow keys; normalize diagonal movement and rotate the character toward its movement direction. Aim with the mouse by raycasting the cursor onto the ground plane, and hold the mouse button to fire repeatedly. Each player shot has a 0.22-second cooldown, travels toward the aimed ground point at speed 18, and is shown as a small glowing yellow sphere. A player projectile deals 34 damage to an enemy and disappears on impact or after 2.2 seconds. Firing reduces the score by 0.2, but never below zero. Enemies use pink/red projectiles, have a 0.7-second firing cooldown, and their shots deal 2 damage to the player. Enemies should pursue the player when within 10 units, and when within 8 units they can shoot only after 18 seconds have elapsed. Otherwise, have them wander slowly with gentle individual orbital/drifting motion. Characters outside the current danger-ring radius take 1.8 damage per second, but apply this ring damage only after 18 seconds. When an actor reaches zero HP, hide/remove it from active play; award the player 1 score for each enemy eliminated. If the player dies, show the defeat state; if only the player remains alive, show victory. Include six static low-poly crate props as cover/decorative obstacles, approximately at (-7,-5), (6,-6), (-6,6), (7,5), (0,-8), and (0,8), using varying scales around 1.3 to 1.8. The crates should be visible, cast shadows, and remain static; they do not need collision mechanics because the original gameplay does not implement obstacle collision. Build a clean HUD over the canvas. In the upper-left, show a dark translucent rounded panel with bold counters: "ALIVE 10" initially, the current player HP, and the current whole-number score. Update alive count whenever actors die. In the upper center, show a dark translucent instructional panel reading approximately: "WASD / arrows move · mouse aims · click shoots · survive the shrinking ring". On defeat or victory, center a dark translucent rounded modal with a large title "ELIMINATED" or "VICTORY", supporting text "The arena claimed you." or "You are the last survivor.", and an orange "Play again" button that fully resets the match. Use a restrained modern UI: white text, rounded panels, subtle borders and blur/shadows, and an orange restart button. Support mobile/touch play as well: on screens narrower than 700px show a translucent circular virtual joystick at bottom-left with an orange thumb, and a large red circular fire button at bottom-right. Dragging the joystick controls movement and pressing/holding the fire button fires toward the current aim point. Keep the game full-screen and responsive, adjusting the orthographic camera to the viewport aspect ratio. Use a stylized low-poly 3D presentation with cyan ring, green arena, orange/yellow player bullets, pink enemy bullets, dark translucent HUD panels, and no extra mechanics such as ammo, pickups, weapons, or levels.