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Last Stand

  • 3d
  • top-down
  • survival
  • tower-defense
  • zombies
  • arcade
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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. quinndeeley built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Last Stand yet. Play it, then tell quinndeeley what you would add next.

Make your own game

Last Stand was built by quinndeeley 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.

Read the build brief for Last Stand

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.

Recreate a 3D top-down/overhead survival defense game titled “Last Stand.” Use a dark blue-gray rectangular/grid-marked yard as the arena, with atmospheric fog and soft shadows. The camera is a perspective camera positioned high above and slightly behind the player, looking down at the whole defense area. Light the scene with cool ambient/hemisphere light plus a warm directional key light.

The player is a simple stylized humanoid/robot-like defender: a cyan-blue capsule body with a small glowing yellow visor, standing near the bottom/back of the arena at approximately the center (initial position x=0, z=7). The player can move with WASD or arrow keys; on touch devices provide a virtual joystick/drag movement control. Keep movement top-down, with no jumping. Place two wooden barricades across the middle of the yard, one on the left and one on the right (roughly x=-5 and x=5, z=0, rotated to face across the approach). Each barricade consists of three horizontal brown planks with vertical support posts, casts shadows, and has 100 health initially.

The core loop is to hold the line against approaching animated zombies. Load/use stylized humanoid zombie models with walk, punch/attack, hit/receive, and death animations. Spawn zombies from the far side of the yard (roughly x ±8–12, z=-10 to -5), approaching the nearest barricade. Zombies walk toward the closest barricade at a slow speed, then stop and punch it. Each attack occurs about every 0.8 seconds and removes 4 health from the targeted barricade. Update the overall WALL percentage as the average health of the two barricades. When barricade health falls, visibly change its planks from brown to orange and then dark reddish-brown at low health.

The defender fires at the nearest living zombie within 15 world units when the player presses Space, clicks/taps FIRE, or holds the fire control. Begin with 12 ammo and cap ammo at 12. Each shot consumes one ammo, adds 5 score, applies one hit to the nearest target, and creates a brief small yellow muzzle/hit flash on the zombie. Zombies require 2 hits to kill; killing one adds another 100 score and plays its death animation before removing it. If there is no valid target or the target is farther than 15 units, do not spend ammo. Nearby damaged barricades can be repaired by pressing E or tapping REPAIR: the player must be within 4 units, the barricade must be damaged, and repair costs one ammo while restoring 18 barricade health and 6 percentage points of overall wall health (clamped to 100). Thus ammo is shared between shooting and repairs.

Start the game with an intro overlay covering the scene. Use a dark translucent/radial overlay and centered rounded card with the large gold title “LAST STAND,” the instructional text: “Hold the line. Your ammo is limited, the barricades are not. Shoot the approaching zombies, then repair the defences before the next wave.” Include a gold “START DEFENCE” button and a small hint saying “Desktop: WASD + mouse/Space · Mobile: joystick + buttons.” The game begins only after this button is pressed. On start, reset score to 0, wave to 1, wall to 100%, ammo to 12, restore both barricades, remove existing zombies, and spawn five zombies.

Use a fixed HUD over the rendered scene. At the upper left show a dark translucent rounded stats panel with AMMO, WAVE, WALL, and SCORE labels and large gold values, initially 12, 1, 100%, and 0. At the upper right show the desktop instruction panel “WASD / arrows move · click or Space fire · E repairs nearby defence.” Put a small white crosshair at screen center. At the bottom center show two large rounded touch-friendly buttons: gold FIRE and light-blue REPAIR. Make the UI responsive and suitable for mobile; hide the desktop message on touch-sized layouts.

While active, spawn additional zombies on a timer, approximately every 2.2 seconds initially, with the interval shortening slightly as the wave increases but never below 1 second. Every six kills advances the wave by one and grants up to 5 extra ammo (still capped at 12); update the wave HUD. The player earns score for hits and kills. The game ends when the average wall percentage reaches zero: stop gameplay and show a centered dark overlay card with the large gold heading “BREACHED,” text such as “Score [score]. You stopped [kills] zombies.”, and a “TRY AGAIN” button. Restarting fully resets the same starting state. Maintain the restrained low-poly/clean stylized aesthetic, dark navy background, gold highlights, cyan player, brown barricades, animated zombie enemies, fog, and clear overlay panels shown in the reference screenshot.

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