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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. Ömer Cihangir Acar 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 Ömer Cihangir Acar what you would add next.
Last Light was built by Ömer Cihangir Acar 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 browser-based 2D top-down survival shooter titled “Last Light.” Render the game full-screen on a canvas with a very dark, moody visual style. The playfield is a nearly black-blue floor with a subtle vertical gradient and faint square grid lines at roughly 48px spacing. The player starts at the center as a small pale blue-white circular survivor holding a compact gun/flashlight pointed toward the mouse cursor; draw the gun as a dark rectangular body with a short warm yellow muzzle tip. Keep the camera fixed to the whole screen rather than scrolling. The core goal is to survive as long as possible against approaching zombies. At the beginning, show a centered modal overlay over a dark translucent screen: a dark navy gradient panel with rounded corners and a thin blue-gray border, the large cream title “LAST LIGHT,” the text “Survive the dark. Your flashlight reveals the dead, but every shot counts.” and a gold “START SURVIVAL” button. Clicking that button begins a run and spawns five zombies around the outer edges of the screen. On game over, when the player’s HP reaches zero, stop gameplay and show the same style modal with the title “THE DARK GOT YOU,” text formatted as “Score [score] · Wave [wave]. Reload and try again.” and a “TRY AGAIN” button that resets the run. The darkness is an essential mechanic: after drawing the floor, enemies, bullets, particles, and player, cover the entire screen with an opaque black layer around rgba(0,0,0,.78). Cut out a soft radial flashlight reveal centered on the player, extending about 210 pixels normally and about 250 pixels briefly when firing. The center should be brightest and the edge fade smoothly; also add a very subtle warm translucent flashlight cone extending in the player’s aim direction across roughly a 40-degree arc. This makes zombies and other gameplay objects visible only in the limited light around the survivor, while the rest of the arena remains nearly black. Use keyboard and mouse controls: WASD or arrow keys move the player, the mouse aims, left click fires, Space fires, and R reloads. Movement speed is about 190 pixels per second, with the player clamped at least 20 pixels from screen edges. Allow holding the mouse button to fire repeatedly. Each shot has a 0.24 second cooldown, consumes one round, and fires a small cream bullet in the aim direction at about 650 pixels per second. The magazine holds 6 rounds. If the player tries to fire with an empty magazine, or automatically reaches zero ammo, begin a 1.15 second reload; display the live reload countdown in the HUD as “RELOADING X.Xs,” then restore the magazine to 6. Space should also start a run from the title overlay when the game is not running. Zombies are simple circular muted green enemies with dark square eyes and a dark straight mouth. Spawn them just outside one of the four screen edges at random positions, then move directly toward the player. Each has a radius around 15px, 2 hit points, and a speed randomly chosen around 38–58 pixels/second plus 3 pixels/second per current wave. A zombie hit by a bullet briefly flashes pale pink, loses one hit point, and emits a few small red/pink square sparks. Destroying one gives 10 score and removes it. Zombies touching the player continuously damage HP at 24 per second; show a small screen shake when hit. The player begins with HP 100, and when HP is low (below 35) color the HP label red. Bullets disappear after about 0.8 seconds or when they leave the arena; missed bullets should not persist indefinitely. Add brief warm muzzle flash, slight screen shake, and small square sparks at the gun muzzle whenever firing. Spawn another zombie approximately every max(0.45, 1.5 - wave*0.06) seconds. Track a wave timer and increase the wave every 25 seconds; when a new wave begins, immediately add 2 + the new wave number extra zombies. The top HUD must remain fixed above the canvas with three dark translucent rounded pills: left “AMMO 6 / 6” (or the reload countdown), centered “WAVE 1 · SCORE 0,” and right “HP 100.” Use bold white/blue-gray text with a subtle black shadow and a clean system sans-serif font. At the bottom center on desktop show the hint “WASD / arrows to move · aim with mouse · click or Space to fire · R to reload.” Support touch devices with an on-screen control layout visible for coarse pointers: a translucent directional pad in the lower-left made of arrow buttons for up, left, down, and right, and a large circular red “FIRE” button in the lower-right. Holding these controls should move or fire, and hide the desktop instruction hint on touch devices. Keep the responsive layout full-screen, prevent page scrolling, and use a restrained palette of #090c11/#0b0f15 backgrounds, pale player, muted green enemies, cream bullets and muzzle light, warm gold UI accents, and red damage/fire accents. The game should feel tense, sparse, and atmospheric, with no invented pickups, weapons, enemy types, or extra UI beyond the described survival, ammo, wave, score, and HP systems.