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Arcade › Last Light
Click the game above and it runs right here in your browser. No download, no installer, no account needed. balundeen built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Last Light yet. Play it, then tell balundeen what you would add next.
Last Light was built by balundeen 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 Light 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 third-person 3D survival shooter titled “Last Light // Forest Outpost.” Set the scene at night in a dark green forest: use a deep near-black green background with exponential fog, a large circular grassy forest floor, and a straight brown mud path running through the center. Populate both sides of the path with many pine trees and scattered large rocks. Use simple stylized game-ready 3D assets with soft shadows: the player is a soldier/survivor character, and enemies are animated armored skeleton warriors/infected that approach the player. The camera should follow behind and slightly above the player in an over-the-shoulder/third-person perspective, with a small white crosshair fixed at screen center. Light the environment with cool ambient forest light plus a warm directional moon/lamplight-like source, while maintaining a moody, foggy night appearance. Gameplay starts on an intro overlay. Show the centered panel title “LAST LIGHT” and the text “Night is coming. Reach the radio tower and survive the first wave.” with an orange “ENTER THE FOREST” button. The displayed radio-tower objective is flavor text only; based on the implemented mechanics, begin survival immediately after entering and do not add a tower interaction or win condition. Once started, let the player move with WASD or arrow keys and sprint with Shift; use the supplied third-person movement/controller behavior with jumping/gravity if supported by the controller. The player begins at the path’s near end with HP 100, AMMO 12, and KILLS 0. Spawn infected around the player at random directions and roughly 14–24 units away, with at most 12 active enemies. Enemies walk directly toward the player, animate while walking, and deal 7 HP damage about every 0.9 seconds when within approximately 1.45 units. Continue spawning on a timer, initially about every 2.1 seconds and becoming slightly faster as kills increase, with a minimum interval of 0.7 seconds. Allow shooting with Space or the on-screen FIRE button. Limit shots by a .32-second cooldown. Each shot consumes one round; when ammo reaches zero, the next attempted shot refills it to 12 before consuming one, so the weapon effectively cycles back to 11 after an empty reload. Shooting should hit only a nearby enemy (within about 8 units) that lies in front of the player/camera within a forward-cone dot-product threshold of roughly 0.55. Each hit removes one of an infected’s two health points; after two hits remove that enemy and increase KILLS by one. There is no visible weapon model or projectile required; the crosshair and hit detection communicate shooting. Use a clean responsive HUD over the game. At top left, place a translucent dark rounded panel with a subtle pale border and blur, reading “LAST LIGHT // FOREST OUTPOST,” then “HP 100,” “AMMO 12,” and “KILLS 0,” plus the hint “WASD / arrows move · Shift sprint · Space or FIRE shoot.” Keep HP, ammo, and kills updated live. Put the large circular red FIRE button in a translucent panel at bottom right for touch/pointer play. If HP reaches zero, stop gameplay and show a centered “OVERRUN” panel with the text “You survived N infected.” where N is the current kill count, plus an orange “TRY AGAIN” button. Restart must clear all enemies, reset the player position to the start, restore HP 100/ammo 12/kills 0, hide the game-over panel, and resume spawning. Preserve the restrained UI palette: dark translucent green-black panels, pale green/white text, orange start/restart buttons, and a red fire control.