Arcade › Ashfall Last Block
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Andrey Mozingo built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ashfall Last Block yet. Play it, then tell Andrey Mozingo what you would add next.
Ashfall Last Block was built by Andrey Mozingo 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 Ashfall Last Block 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 browser-based 2D top-down survival shooter titled “ASHFALL: LAST BLOCK,” rendered on a full-screen HTML canvas with a dark, polished post-apocalyptic arcade style. The opening screen should be a nearly black/navy overlay with a large two-line title: “ASHFALL” in pale gray-white and “LAST BLOCK” in warm yellow, the subtitle “The city is quiet except for the houses. Search every room, keep your weapon warm, and make it to sunrise.”, and buttons for ENTER THE BLOCK, OPEN SHOP, and FIELD GUIDE. Use compact rounded dark-blue panels, thin blue-gray borders, yellow highlights, muted green accents, and responsive desktop/mobile controls. The playable game is a 2000x2000 top-down outdoor block viewed through a camera centered on the player and clamped to the world edges. The ground is a desaturated dark green-gray tiled grid with sparse small vegetation marks. Place nine static houses around the block using a mixture of large warm-colored house sprites and smaller house sprites. Also place six outdoor loot containers at fixed scattered locations: some wooden orange chests and some gray strapped crates, plus four white medkits with red crosses. The player starts near the center of the block as a small stylized survivor sprite wearing a dark blue outfit and red cap/hood, holding a weapon that rotates toward the mouse cursor. Draw soft shadows beneath characters and loot. The core loop is: move around the block, loot containers and houses, acquire stronger weapons, and survive continually escalating mutant waves. Use WASD on desktop or a visible circular virtual joystick on mobile to move. Use mouse position to aim and hold the mouse button to fire; provide a large FIRE touch button on mobile. Press E, or the LOOT: E HUD button, to interact. The player can also press number keys 1–4 to equip owned weapons and P or the PAUSE button to pause. Outdoor movement speed is about 210 units/second and the player must remain inside world bounds. Display small yellow E prompts over unopened containers and house doors. Start each run with 100 HP, 140 scrap, wave 1, an unlimited-ammo Pistol, and seven zombies spawned around the player. Zombies continuously home toward the player outdoors. Normal green-gray mutants have about 2 + floor(wave * 0.45) HP, move at roughly 35 + wave*3 plus a random amount, and deal 6 contact damage with a short hit cooldown. Some become larger purple-pink horned Brutes, limited to roughly 20% at later waves; they move somewhat slower, have the same wave-scaled health, deal 14 contact damage, and award more score and scrap when killed. Bullets collide with zombies, remove their HP, and create brief colored impact particles. Normal kills award 15 score and 2 scrap; Brute kills award 50 score and 8 scrap. Contact damage should cause a brief screen shake. When HP reaches zero, stop the run and show the opening menu with a death message such as “Night took you after [wave] waves. The block keeps your scrap: [scrap].” Implement a clock beginning at DAY 08:00. Advance game time three in-game minutes per real second, wrapping after 24 hours. Show DAY or NIGHT and the time in the HUD. Night is before 06:00 or at/after 19:00, and should tint the outdoor world with a strong translucent navy overlay and a pale moon near the player. During outdoor play, spawn additional zombies on a timer; spawning is faster at night. Every roughly 24 real seconds, increase the wave, spawn wave+2 additional zombies, and make later waves stronger. Zombies should not attack while the player is inside a house. House interaction: when the player is near a house door and presses E, transition to a fixed interior view rather than the outdoor camera. Show a large wooden-floored room with warm tan floorboards, dark walls, a blue window, furniture shapes, a bed or bench, and an exit area. Place the player inside around the lower-middle of the room and constrain movement to the room bounds. Each house has an indoor chest; show a yellow E prompt over it. Press E near the indoor chest to open it and randomly grant one of the non-pistol weapons, with a burst of yellow particles. Press E near the exit to return to the same outdoor door position and display “Back on the street.” Indoor house rooms are safe from zombie movement and attacks. Outdoor chests and crates are one-use. Press E nearby to open them, gain 10 scrap, and equip a weapon: crates always provide the Ranger Rifle, while chests randomly provide Scattergun, Ranger Rifle, or Firestarter. Nearby unused medkits can be consumed with E to restore 30 HP up to the 100 HP maximum. Use toast notifications at the top center for events such as weapons equipped, entering a house, medkit use, and returning outside. Include four weapons with distinct firing behavior and stylized held weapon sprites: Pistol (damage 1, 0.28-second fire interval, fast projectile, tight spread, infinite ammo, free and initially owned); Scattergun (damage 3 per pellet, 0.75-second interval, six pellets, broad spread, six-round magazine, shop price 45); Ranger Rifle (damage 4, 0.18-second interval, fast projectile, tight spread, 18-round magazine, shop price 75); and Firestarter (damage 1, 0.08-second interval, slower projectile, wider spread, 30-round magazine, shop price 110). Show projectiles as small glowing colored circles matching weapon colors. Finite-ammo weapons should decrement ammunition when fired and show their current magazine count; the pistol should show an infinity symbol. Weapon pickups equip immediately and add the weapon to the owned set. Add a SAFEHOUSE ARMORY shop screen accessible from the HUD SHOP button and the title screen OPEN SHOP button. It should list all four weapons in four cards with name, damage, fire rate, short description, price, and BUY/EQUIP buttons. Owned weapons can be equipped; unowned weapons can be bought with scrap if sufficient, remain unlocked for the current run, and immediately equip. Include a BACK button. The title screen also needs a FIELD GUIDE screen explaining day/night, houses, mouse-relative aiming, and number-key weapon switching. The HUD should remain visible above the canvas: upper-left dark panel with “ASHFALL: LAST BLOCK,” HP, wave, scrap, day/night clock, current weapon, ammo, and a horizontal HP bar; upper-right buttons SHOP, LOOT: E, and PAUSE. Put a 130x130 minimap in the lower-right showing the block, house squares, unopened loot, red zombie dots, and a green player marker. Add a bottom-center hint reading “WASD move · mouse aim · click fire · E loot chests · 1-4 switch weapons.” On mobile, show the translucent joystick at lower-left and circular FIRE button at lower-right. Keep the aesthetic grounded in the visible game: clean 2D vector/pixel-like sprites, muted navy and charcoal UI, desaturated green-gray streets, warm wood interiors, pale gray typography, yellow loot and title accents, green health/success accents, and restrained particle bursts and screen shake.