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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. Juan Ignacio Figueroa 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 Juan Ignacio Figueroa what you would add next.
Last Light was built by Juan Ignacio Figueroa 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 browser game titled “Last Light,” a top-down 2D survival shooter set in a nearly black, teal-green night arena. Use a full-screen responsive canvas with a camera centered on the player, following them through a large rectangular world approximately 2200x1500. Draw a dark blue-green floor (#10181a) with a subtle 80-pixel grid, and several muted gray-green rectangular wall obstacles arranged throughout the arena; walls block player and zombie movement, and bullets disappear when they hit them. Keep the visual style minimal, moody, and neon-accented: the player is a small pale mint circular survivor at screen center with a brighter green outline and a short line/arm pointing toward the aim direction; zombies are red/magenta circular creatures with two tiny dark eyes, briefly turning peach when hit; bullets are tiny glowing cream dots, and muzzle sparks are small golden particles. Add circular pickups dropped occasionally by killed zombies: gold “A” ammo pickups and mint “B” battery pickups. The central mechanic is limited visibility. Overlay the entire rendered arena with a heavy translucent black darkness mask. When the flashlight is on, cut out visibility around the player with a soft radial glow extending about 280 pixels and a forward-facing cone roughly 470 pixels long and 0.52 radians half-width, based on the player’s aim direction. When it is off, leave only a very small soft glow around the player (about 65 pixels), making the rest of the arena almost invisible. The flashlight starts on, drains the battery continuously at about 3.4 percentage points per second, turns off automatically at 0%, and can be toggled manually. Battery pickups restore 25%, capped at 100. Start with a centered dark translucent modal card over the game: large uppercase “LAST LIGHT” heading, explanatory text “Keep the dark back. Your flashlight battery drains while it’s on, and every shot matters.”, and a mint “START SURVIVAL” button. After starting, hide the modal and begin the wave survival loop. If the player dies, stop the game and show the same centered modal with heading “NIGHT OVERRUN,” text reporting the reached wave and score (for example, “You survived to wave 2 with 120 points.”), and a “TRY AGAIN” button that resets the run. Player movement is 230 pixels/second in four directions, with WASD or arrow keys; prevent diagonal speed from exceeding normal speed. Resolve movement separately on each axis against rectangular obstacles and world bounds. Aim with the mouse/pointer: convert the pointer screen position into world coordinates relative to the centered camera, and rotate the player toward it. Fire with a mouse click, the spacebar, or the mobile FIRE button; holding the pointer down should repeatedly shoot. Each shot has a 0.18-second cooldown, consumes one round, launches a fast straight bullet toward the aim direction, and creates five short-lived muzzle sparks. The player has a 12-round magazine and 48 reserve rounds initially. Reload with R, and automatically reload when the magazine reaches zero if reserve ammunition remains; refill the magazine from reserve up to 12 and briefly display “RELOADING” near the bottom. Do not fire when out of ammo, during cooldown, or before the game starts. Spawn zombies continuously from random points along the four outer edges of the world. Each zombie homes toward the player, moves around 42 plus a small wave-based speed increase (and random variation), and has 2 hit points plus one additional hit point every three waves. Spawn groups grow with wave, capped at eight, with the spawn interval becoming shorter as waves rise but never below about 1.2 seconds. A zombie collision damages the player for 8 HP, with 0.7 seconds of invulnerability afterward; make the player blink while invulnerable. The player starts each run at 100 HP. Bullets deal one damage, award 10 score when a zombie is killed, and have a limited lifetime/range of about 0.9 seconds; bullets also vanish at world bounds or walls. Every killed zombie has a 10% chance to drop either ammo (55% of drops) or battery; collecting a pickup within about 28 pixels gives 5 score. Ammo pickups add 12 reserve rounds, capped at 96. Increase the wave whenever score reaches the next 100-point threshold. Place a fixed HUD above the canvas. At top-left, show a rounded dark translucent panel labeled “LAST LIGHT” in spaced bold uppercase mint lettering. At top-right, show a matching panel with two lines of status text: “HP 100 · AMMO 12/48” and “BATTERY 100% · WAVE 1 · SCORE 0,” updating live with rounded-up HP and battery. Along the bottom center on desktop, show the hint “WASD / arrows move · mouse aims · click shoots · F flashlight · R reload.” On coarse/touch devices, hide that hint and show touch controls: a four-direction D-pad at bottom-left made of arrow buttons, plus bottom-right LIGHT and red FIRE buttons. The LIGHT button should reflect the current state as “LIGHT ON” or “LIGHT OFF”; the mobile controls should support holding movement and tapping flashlight/fire. Use a responsive viewport-safe layout, dark translucent rounded panels, subtle borders, and mint/teal typography matching the screenshot.”