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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. arafat 67 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 arafat 67 what you would add next.
Last Light was built by arafat 67 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/top-down survival shooter titled "Last Light" using a dark, minimal 3D night setting. Use an orthographic camera looking down at a broad square ground plane, with a nearly black blue-gray background/fog and a subtle square street grid across the floor. Scatter roughly 18 low, rectangular rubble/block obstacles around the arena at varied positions and sizes; they should be dark blue-gray, shadow-casting boxes. Use soft cool ambient/moon lighting plus a warm pale-yellow movable spotlight attached to the player, aimed toward the current mouse/touch aim point, with shadows enabled. The player is a small survivor/soldier character positioned near the center/lower-middle of the arena, using an animated humanoid soldier model. Add a cyan circular ring/halo on the ground beneath the player to communicate the flashlight state: bright and mostly opaque when the light is on, dim when it is off. The player can move around freely with WASD or a virtual joystick/top-down movement controls, at approximately 5.2 units per second. Rotate the player toward movement direction, or toward the firing direction when shooting. Spawn 8 animated male zombie enemies around the player in a ring roughly 9–16 units away. They should walk directly toward the player at slightly varied speeds around 1.0–1.35 units/second. Each zombie has 1 hit point. If a zombie reaches close contact with the player, continuously damage the player at about 20 health per second; start the player at 100 health. Destroyed zombies disappear and increase the score by 1. There is no visible health meter in the HUD, but health must govern the lose condition. Give the player 12 bullets with no reload mechanic. The initial HUD values are AMMO 12 / 12, LIGHT 100%, SCORE 0. Firing is possible with a mouse click/touch on the arena, the on-screen FIRE button, or Space. Fire no faster than one shot every 220 ms. Each shot consumes one round and creates a small glowing warm-yellow projectile traveling from the player toward the point on the ground under the cursor/touch at about 18 units/second; projectiles expire after about 1.2 seconds or when they travel beyond the arena. A projectile hitting a zombie within about 0.8 units kills it. Show a small circular crosshair at the latest pointer aim location after pointer movement/click. When firing, aim the player toward the target. Add a flashlight toggle controlled by the on-screen LIGHT button or the F key. The light begins on and drains from 100% at about 1.8 percentage points per second while active. When it reaches zero it switches off automatically and cannot illuminate until toggled (retain the same simple toggle behavior). The spotlight should be visible only while enabled, and the player ground ring should dim when disabled. The HUD should continuously display rounded remaining light percentage. Build the HUD as a fixed overlay over the game: at the upper left, a translucent near-black rounded panel with a subtle blue-gray border showing bold light text in the format "AMMO 12 / 12 · LIGHT 96% · SCORE 0"; on desktop also show a small instruction line such as "WASD / joystick to move · click or SPACE to fire · F toggles flashlight". At the upper right place two blue-gray rounded rectangular buttons labeled LIGHT and FIRE. Make buttons responsive for touch, with a slight pressed scale/color effect. Keep the overall interface sparse, cool, and readable over the dark scene. The game ends if health reaches zero, displaying a centered overlay with the large message "YOU WERE OVERRUN" and the smaller text "Tap FIRE to restart". It also ends with "NO AMMO" and the same restart instruction when ammunition reaches zero (after a short delay). Tapping FIRE/clicking the fire button on a game-over screen reloads/restarts the game. Preserve the moody visual style: very dark navy background, cool blue grid and fog, subdued block silhouettes, cyan player light ring, pale warm bullets/flashlight, and animated low-poly soldier/zombie models. There is no title screen or tutorial sequence; begin immediately in the arena with the HUD visible.