Arcade › Last Stand
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Honey Singh 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 Honey Singh what you would add next.
Last Stand was built by Honey Singh 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 3D third-person sci-fi arena defense game titled “Starfall // Last Stand.” Use Three.js-style real-time 3D rendering with a dark navy-black background, atmospheric fog, soft shadows, ACES-like cinematic tone mapping, and a dramatic neon-blue/cyan visual style accented by warm red-orange reactor light. The camera should follow the player from behind and above in a third-person perspective, with a moderate perspective field of view and the player centered toward the lower-middle of the screen. Scene and arena: build a large circular metallic reactor deck, roughly 48 units across, colored dark blue-gray. Add three glowing concentric energy rings on the floor at radii about 7, 14, and 21, using thin bright blue emissive lines. Place around 14 slim vertical cyan-blue perimeter beacons around the outer edge. Scatter about 9 low-poly dark blue-gray dodecahedron-like cover rocks around the middle and outer arena. Illuminate the scene with cool blue hemisphere/directional light, a blue rim light in the distance, and a warm red-orange point light near the arena center to make the reactor/core area glow. Keep the environment sparse, dark, futuristic, and readable through emissive outlines and colored lighting. Player: use a humanoid animated sci-fi mech/armored hero model, called the Atlas Vanguard, positioned initially near one edge of the arena. It should cast and receive shadows, face toward the arena, and support idle, running, and movement animations. Use responsive third-person movement with WASD or arrow keys, approximately 7 units/second, and allow jumping/leaping with Space through the third-person controller. The camera should follow at approximately 9 units distance and look toward the player. The player fires a cyan plasma blast: clicking/tapping the canvas, pressing Space as implemented by the game, or pressing the on-screen BLAST button creates a glowing cyan spherical projectile from about head height, traveling in the camera’s forward direction at high speed. Limit firing to about one shot every 260 ms. Include small synthesized sci-fi beeps for firing, impacts, and reactor damage if audio is available. Enemies and goal: on game start, spawn exactly six large alien monster enemies evenly distributed around the player in a ring roughly 7–12 units away. Use dark blue/purple bulky alien creatures with tentacle-like silhouettes and bright green curled appendages, matching the low-poly ominous look visible in the reference. Each enemy has 3 hit points, moves toward the player at a randomized speed around 1.2–2.0 units/second, and uses idle/run/punch-style animations where available. When a projectile comes within roughly 1.8 units of an enemy’s upper body, reduce its health by one and create a brief burst of cyan and orange sparks. On the third hit, hide/remove the enemy, add 100 points, and reduce the hostile count. Enemies that reach within about 2.2 units of the player repeatedly damage the reactor/core by 3 points once per second, accompanied by a low warning tone. The core starts at 100 and cannot fall below zero. The primary goal is to destroy all six aliens before the core is depleted. If the core reaches zero, end the game with the message “REACTOR LOST — press Enter to restart.” If all enemies are defeated, end it with “ARENA CLEARED — press Enter to restart.” Pressing Enter after either ending should restart/reload the game. HUD: create a fixed, pointer-transparent HUD overlay. At the top left, show a rounded translucent dark panel with a thin blue border, subtle blue glow, large uppercase cyan text “STARFALL // LAST STAND,” and a smaller subtitle “Original sci-fi hero arena.” At the top right, show a matching panel with “CORE 100%” (updating as the core takes damage), a horizontal rounded progress bar with a cyan-to-violet gradient, and “HOSTILES 6 · SCORE 0” (all values updating during play). Place a thin circular cyan aiming reticle exactly at screen center. At the bottom center, show the instruction strip “WASD / arrows to move · Space to leap · Click or BLAST to fire.” At bottom right, add a large circular glowing blue/cyan button labeled “BLAST,” usable by mouse/touch and slightly scaling down while pressed. Opening screen: before play begins, show a full-screen dark radial-gradient intro overlay with a subtle blue glow behind the center. Center the text: small spaced cyan eyebrow “THE SKY IS FALLING,” a huge bold two-line title “LAST” and “STAND,” explanatory copy reading “Pilot the Atlas Vanguard, defend the reactor, and blast through the alien swarm. This is an original 3D team-up arena — not a 1:1 movie clone.”, and a rounded blue button labeled “ENTER THE ARENA.” Clicking the button or pressing Enter starts the game and removes the overlay. Ensure the game is responsive for desktop and mobile aspect ratios; on narrow screens reduce panel padding and bar width while retaining the BLAST touch button.