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Stickline Last Stand

  • 2d
  • arcade
  • survival
  • shooter
  • zombies
  • stickman
  • mobile
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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. Bang Jaron gardoni built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Stickline Last Stand yet. Play it, then tell Bang Jaron gardoni what you would add next.

Make your own game

Stickline Last Stand was built by Bang Jaron gardoni 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 Stickline 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 Stickline 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.

Create a responsive 2D canvas survival shooter titled “STICKLINE: LAST STAND,” designed for desktop and mobile. Use a fixed side-on/flat 2D city-street arena rather than a scrolling camera. The game should occupy a dark app layout with a top HUD, central canvas, and bottom mobile controls.

Setting and visuals: render a moody nighttime city scene with a blue-gray vertical gradient sky, a large hazy pale moon in the upper-right, distant dark rectangular skyline buildings with occasional warm windows, darker storefront silhouettes at street level, glowing street lamps near the left and right edges, and a dark road/sidewalk in the bottom quarter. Add perspective grid lines on the road and subtle horizontal curb/sidewalk bands. Use a high-contrast neon/comic style with thick dark outlines, soft glows, and simple animated stick figures. The canvas should have rounded corners and a shadow against a dark blue-black page background.

Characters: the player is a larger light-blue stick soldier positioned initially around 23% of canvas width and 62% of canvas height. Draw a circular head, outlined stick body and limbs, a blue uniform, a small helmet detail, and a rifle aimed to the right. Four smaller blue allied stick soldiers begin stacked/following just behind and to the left of the player; the HUD refers to the force as 5 soldiers total (player plus four allies). Allies smoothly follow formation positions around the player and automatically fire at the first living zombie they can target. Animate stick limbs with a simple walking/sway cycle and draw soft ground shadows.

Enemies and objective: spawn exactly 20 green zombie stick figures from the right side over time, at varied vertical positions between roughly 47% and 75% of the canvas height. Zombies walk left toward the player at randomized speeds around 18–33 pixels/second. Give them green bodies, darker green clothing/details, pale highlights, and thick dark outlines. The objective is to survive and shoot all 20 zombies. A zombie that reaches within about 32 pixels of the player damages the player continuously while being held back. The player begins with 100 HP; when HP reaches zero, end the game with a loss message. Do not add separate health-bar UI unless needed to communicate this existing rule.

Combat: the player aims toward the pointer/click location and fires a glowing yellow projectile from the rifle at roughly 520 pixels/second. Desktop keyboard Space also fires toward the player’s right. On mobile, a red “TEMBAK” button fires toward the player’s right, and tapping the canvas fires toward the tapped canvas position. Allied rifles automatically fire glowing cyan projectiles at around 390 pixels/second. Projectiles deal 20 damage on collision; zombies have 35 HP, so they require two hits. Remove dead zombies and award 10 score for each kill. Show brief golden tracer lines and a subtle flash when the player fires, plus glowing bullet effects.

Movement and controls: move the player with WASD, using normalized diagonal movement at about 170 pixels/second. Constrain horizontal movement inside the arena and vertical movement approximately between 46% and 76% of canvas height so the action stays on the street. Provide four touch buttons in a directional pad (up, left, down, right) at the bottom; buttons should support press-and-hold. Provide a bottom-right mobile fire button. The hint above the canvas should say in Indonesian: “WASD / tombol arah untuk bergerak · klik atau SERANG untuk menembak”.

HUD/layout: top header text should read “STICKLINE: LAST STAND” with a subtitle “5 PRAJURIT VS 20 ZOMBIE”. On the right show pill-shaped counters in Indonesian: green “PASUKAN 5”, red “ZOMBIE 20” (decreasing as enemies die), and “SKOR 0” (increasing by 10 per kill). Bottom controls should include the directional pad, a red gun button labeled “🔫 TEMBAK”, and small text “Prajurit biru / auto-cover aktif”.

Game flow: begin immediately with the four allies and queue the 20 zombies with a short stagger between spawns. When all 20 have spawned and all are dead, show a centered dark translucent overlay over the arena with a card reading “MENANG!”, the Indonesian subtext “Kota aman. 20 zombie berhasil dihentikan.”, and a “MAIN LAGI” button. If player HP reaches zero, show “KALAH” and “Pasukanmu tumbang di jalan kota.” with the same restart button. Restart resets score, player position/HP, allies, projectiles, enemies, and spawn sequence. Keep the presentation clean, responsive, and touch-friendly; do not add mechanics beyond this single-player last-stand survival loop.

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