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Arcade › Last Light

Last Light

  • 3d
  • top-down
  • zombie
  • shooter
  • survival
  • wave-defense
  • 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. Colton Ilgenfritz STUDENT 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 Colton Ilgenfritz STUDENT what you would add next.

Make your own game

Last Light was built by Colton Ilgenfritz STUDENT 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, minimalist 3D top-down zombie-survival shooter. Use an orthographic camera looking down from above at a slight angle, following the player over a compact city intersection. The scene should have a charcoal blue-green background and fog, a dimly lit dark-green ground plane, a central four-way street/road area, four square district blocks arranged around it, and scattered barrels as cover-like environmental props. District platforms should look like low square concrete/urban blocks with four chunky small building/obstacle shapes on each; the first block is active and the other blocks are dark/locked. Place red glowing rectangular gates at the approaches to locked districts; after each cleared wave, remove/unlock another gate and visually activate the next district. Render with soft shadows, subdued atmospheric lighting, and low-poly stylized zombie-apocalypse assets.

The player is a stylized survivor character in the center area, viewed from above, holding a firearm, with idle and run animations. Start the player near the lower side of the central road and allow movement with WASD or arrow keys, clamped to the playable city area. Aim with the mouse or touch position on the ground; show a small circular crosshair at the center of the screen. Clicking/tapping the canvas or pressing Space fires toward the aim point. Include mobile-friendly bottom-right FIRE and SWAP buttons. The player has 100 health; zombies continuously chase the player and inflict damage while within close contact range. If health reaches zero, stop gameplay, show “YOU WERE OVERRUN,” and reveal a restart button.

Gameplay is divided into three waves. Wave 1 spawns 18 zombies, wave 2 spawns 28, and wave 3 spawns 38. Spawn zombies around the player at a random distance outside the immediate play area, with slightly varied scale and speed; they use a walking animation, turn toward the player, and pursue continuously. Zombies have one hit point in waves 1–2 and gain additional hit points as the wave number increases. Spawn at a brisk interval, but cap the active zombie count around 42. The player must kill every zombie in the current wave. Once all zombies have spawned and the active group is cleared, show a brief wave-clear message such as “WAVE 1 CLEAR — DISTRICT UNLOCKED,” unlock the next district, and begin the next wave after a short delay. After wave 3 is cleared, instead show “FIND THE SURVIVORS” until the survivors are rescued.

Provide three selectable weapons, switchable with keyboard keys 1, 2, and 3 or the SWAP button, and display the current weapon in the upper-right HUD: PISTOL, SHOTGUN, or AXE, with a smaller legend reading “1 PISTOL · 2 SHOTGUN · 3 AXE.” The pistol fires one fast projectile with low damage and a short cooldown; the shotgun fires five spread projectiles with medium damage and a slower cooldown; the axe fires one slower projectile with high damage. Represent shots as small bright glowing colored projectiles traveling across the ground toward the aim point. Enforce each weapon’s firing cooldown and prevent firing before the game starts or after game over.

Place three survivor characters around the city at fixed positions, visibly distinct but using the same stylized survivor character type. They begin visible and stationary. When the player approaches within a short radius, rescue that survivor, hide/remove its mesh, and increment the rescued count. The player does not need to shoot or interact with a separate button to rescue. The game is won only after all three survivors have been rescued and the third wave is complete; then show “ALL SURVIVORS EXTRACTED — CITY SAVED,” pause the game, and offer a “PLAY AGAIN” button.

Build the HUD as translucent dark rounded panels over the scene. In the upper-left show two lines: “WAVE [number] · ZOMBIES [kills in current wave]/[wave total]” and “SURVIVORS [rescued]/3 · DISTRICTS [unlocked]/4.” In the upper-right show the selected weapon and the weapon legend. At the top center, show contextual large bold messages only when needed. At the bottom-left show the controls text: “WASD / arrows move · mouse or tap aims · click / FIRE shoots · 1–3 switch weapons.” Keep a dark, cinematic overlay and centered title screen before play: large spaced “LAST LIGHT,” the subtitle “Survive each wave, unlock the next block, and rescue every survivor before the city goes dark.”, and a prominent “START WAVE 1” button. The title overlay should use a near-black radial gradient that still faintly reveals the city scene behind it. Use responsive typography and touch-safe controls so the game works on desktop and mobile. Keep the visual style grounded in the shown low-poly 3D assets, muted night colors, fog, hard-edged UI panels, and restrained glowing projectile/gate accents.

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