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Last Light

  • 3d
  • top-down
  • survival
  • shooter
  • horror
  • wave-based
  • mobile-friendly
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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. John Regalado built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Last Light yet. Play it, then tell John Regalado what you would add next.

Make your own game

Last Light was built by John Regalado 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.

Read the build brief for Last Light

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 browser game titled “Last Light,” a dark top-down third-person survival shooter. Use a Three.js-style 3D scene with an elevated perspective camera following a player in an open square arena. The camera is positioned high and behind/above the survivor, looking toward the arena center; movement is top-down directional movement with the player centered or near center. The environment should be very dark and atmospheric: nearly black-blue background and fog, a charcoal ash-colored 40×40 ground plane, a subtle square grid over the floor, and scattered reddish-brown low road-mark/debris strips around the arena. Place several industrial barrels around the perimeter as simple environmental props.

The player is a stylized animated human male soldier/survivor model, viewed from above, standing near the lower portion of the play space. Give him a small warm amber circular light pool beneath/around him and a forward-facing warm flashlight cone/spotlight. The player’s flashlight is an important resource: it starts on at 100%, drains continuously while enabled at roughly 1.7 percentage points per second, can be toggled with F or an on-screen “F · Flashlight” button, and turns off permanently when the battery reaches zero. The visible scene should be mostly dark except for the flashlight illumination and the soft pool beneath the survivor. Use warm directional/ambient lighting, shadows, fog, and a restrained survival-horror palette of black, blue-gray, amber, muted red, and cream.

Spawn animated female zombie enemies around the player. At game start, spawn about seven zombies at roughly 7–13 units from the player; thereafter spawn additional zombies at 14–18 units away, keeping the live population capped at 5 + 2×current wave, with an overall maximum of 20. Zombies slowly walk directly toward the survivor, rotate to face him, and damage him continuously when within about 0.9 units at approximately 8 HP per second. Each zombie begins with 1 + floor(wave×0.35) hit points and moves at about 1.0 + wave×0.06 speed, so later waves become harder. Show their movement and animation clearly in the dim lighting.

The survivor carries a firearm. Start with 12 rounds loaded and 48 reserve rounds, with a 12-round magazine. Fire on Space, mouse/pointer click/tap on the game canvas, or the “Tap to Fire” button. Limit firing to about one shot every 230 ms. Each shot consumes one loaded round and aims from the player toward the current pointer/cursor direction projected into the top-down scene; only a zombie within about 8 world units and within a narrow forward aiming cone (dot product greater than .86) is hit. Each hit deals weaponLevel damage, initially 1, and dead zombies disappear. Killing a zombie grants 20 credits, 100×current wave score, and increments the kill count. If the magazine is empty, show a brief “Out of ammo — press R” status message. Reload with R or the on-screen “R · Reload” button, instantly filling the magazine from reserve until either full or reserve is empty. Every 25 seconds advance the wave by one, add 10 reserve rounds, and show a brief “Wave N” notification.

Build a fixed glassy HUD over the 3D scene. At the upper left, show a dark translucent rounded stats panel with cream labels and large amber values: HP with a red horizontal bar (start 100/100), Ammo with a yellow bar showing “12 / 48,” Flashlight with a blue bar showing “100%,” and Wave showing “1.” Update values and bar widths live. At the upper right show a matching dark rounded title panel reading “LAST LIGHT” in spaced uppercase lettering with the subtitle “survive the dark.” Along the bottom left, provide three large touch-friendly controls: a blue-highlightable “F · Flashlight” toggle, a dark “R · Reload” button, and a red “Tap to Fire” button. Use responsive layout so the controls and HUD remain usable on narrow mobile screens.

Add a bottom-right dark translucent shop panel showing “₡ 0” initially and two buttons: “Buy Life ₡100” and “Upgrade ₡150.” Buying a life costs 100 credits and restores 35 HP up to the 100 maximum. Upgrading costs 150 credits, increments weapon level, increases magazine size by 2, and refills the upgraded magazine. Display short centered status notifications such as “Reloaded,” “+20 credits,” “+35 HP,” or “Weapon upgraded Lv N.”

When HP reaches zero, stop gameplay, disable the flashlight, and show a dark full-screen death overlay with a centered card reading “THE DARK GOT YOU,” plus a line containing the current wave, kill count, and score. Include buttons “Watch Ad · Revive,” “Revive ₡200,” “Restart Run,” and “Keep Score.” The ad revive is a simulated second chance: restore the run with 60 HP, 55% flashlight, flashlight on, and reset the player position; the credit revive costs 200 credits and applies the same restoration. Restart reloads the run. Keep Score closes the death overlay. Do not add unrelated enemies, weapons, objectives, maps, or mechanics beyond this single arena wave-survival loop. The overall presentation should feel like a minimal, polished, dark mobile-friendly survival-horror shooter with 3D animated Quaternius-like soldier and zombie characters, strong readable cream/amber HUD typography, soft shadows, fog, and flashlight-driven visibility.

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