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Arcade › Last Light

Last Light

  • 3d
  • top-down
  • survival
  • shooter
  • wave-based
  • 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. Antonio Krstevski 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 Antonio Krstevski what you would add next.

Make your own game

Last Light was built by Antonio Krstevski 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 browser-based 3D top-down survival shooter titled “Last Light.” Use Three.js (or an equivalent 3D web engine) with an orthographic camera looking straight down at a dark square graveyard arena. The camera should cover a broad playable area and resize responsively to the viewport. Render a nearly black navy background and ground plane, with subtle blue-gray square grid lines across the floor, light fog, soft cool ambient/directional lighting, and shadows. Place several simple grave markers/cross headstones around the arena perimeter (roughly at positions around the northwest, northeast, west, east, and far north portions of the field). Keep the visual style minimal, moody, clean, and slightly low-poly, matching the dark blue interface and pale HUD in the reference.

The player starts at the center of the arena as a small stylized low-poly character: a short blue cylindrical body with a tan spherical head and a narrow yellow/gold cone-like aiming marker projecting forward. The player can move freely in the horizontal arena with WASD or arrow keys, at a brisk constant speed, clamped within the playable bounds. The character rotates to face the movement direction. Clicking/tapping on the canvas fires toward the clicked world position; rotate the player toward the shot direction, spawn a small glowing yellow projectile, and move it quickly in a straight line. Projectiles expire after a short time or when they hit a zombie.

The core goal is to survive increasingly dense waves of zombies and shoot them for points. Zombies should be loaded/represented as walking humanoid zombie models, spawn at random positions on a ring outside the player (about 10–14 world units away), face the player, and continuously walk directly toward them. Start with several zombies and continue spawning them on a timer, limiting the number of active zombies according to the current wave. Each zombie has 2 hit points; each projectile hit removes one hit point, and a zombie killed at zero HP disappears and awards 10 score. Zombies should visibly animate with a walk animation when available. When a zombie gets very close to the player, it damages HP continuously at about 18 HP per second. Start the player at 100 HP. End the game when HP reaches zero and show a dark translucent overlay with the centered message “YOU WERE OVERRUN,” a score/wave summary, and a “TRY AGAIN” button that restarts the game.

Use a 12-round magazine: start with 12 ammo, subtract one for every shot, block firing while reloading, and show an “OUT OF AMMO — press R” notification when empty. Press R or the on-screen RELOAD button to reload if the magazine is not full; reload takes about 1.1 seconds, displays “Reloading…,” then restores ammo to 12 and displays “Magazine full.” Increase the wave whenever score reaches the next 60-point threshold; on wave-up, add a small amount of ammo (up to the magazine maximum), display “Wave N,” and make zombies move/spawn somewhat faster and allow more active enemies. Include transient notification toasts centered near the top of the play area.

Include a flashlight system: start with the flashlight on, represented by a cool pale-blue spotlight attached above the player and aimed in the player’s facing direction, illuminating a forward cone on the ground. Press F or the FLASHLIGHT button to toggle it, changing the light intensity off/on and showing “Flashlight off” or “Flashlight on.” The player’s gold aiming marker should remain visible as a simple directional cue.

Build a fixed overlay HUD that does not intercept gameplay clicks except for controls. At top-left show the spaced uppercase title “LAST LIGHT.” At top-right on desktop show the hint “WASD / arrows move · click or SPACE fire · R reload · F flashlight” in small muted text (even though the primary implemented firing interaction is clicking/tapping). Along the bottom-left show four dark translucent rounded statistic pills labeled HP, AMMO, WAVE, and SCORE, with HP in green while healthy and red when below roughly 35, ammo in warm yellow, and values initially 100, 12, 1, and 0. On the bottom-right place rounded RELOAD and pale-blue FLASHLIGHT buttons. On coarse/touch devices, hide the desktop hint, move the stats upward to make room, and show a translucent four-button directional pad at bottom-left with up, left, down, and right arrow buttons for movement. Ensure the dark navy palette, thin translucent borders, rounded panels, strong readable sans-serif typography, and responsive mobile layout match the supplied screenshot.

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