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Last Light

  • 3d
  • top-down
  • survival
  • shooter
  • horror
  • 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. Erpolat Gulmurzayev 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 Erpolat Gulmurzayev what you would add next.

Make your own game

Last Light was built by Erpolat Gulmurzayev 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 3D top-down survival shooter called “Last Light.” Use a dark, atmospheric Three.js-style scene viewed from an elevated third-person/top-down camera that follows the player at roughly 14 units distance. The world is a 34-by-34 square, nearly black green-gray, with a subtle square grid over the ground, light fog, moonlike cool ambient illumination, and six scattered chunky dark-green rectangular cover obstacles. Keep visibility low and make the player’s warm flashlight the main local light source.

The player is a small animated soldier/survivor standing at the center of the arena. Show a pale green circular ring on the ground around the player, dimming when the flashlight is off. Aim with the mouse (or touch pointer): raycast the pointer onto the ground and show a small amber circular aim marker there. The survivor rotates toward the aim direction when firing. The flashlight should be a warm cream/yellow spotlight projected from above the player toward the aim point, with shadows and a limited range. It starts on with a 100% battery, drains continuously while on at about 1.7% per second, automatically turns off at zero, and can be toggled with F or the on-screen LIGHT button. The LIGHT button should read “LIGHT [F]” while on and “LIGHT OFF” while off.

The core loop is wave-based survival: animated humanoid zombies spawn around the outer edge of the arena, initially in wave 1 with 3 + 2×wave enemies (5 zombies initially), then up to 12 per wave. Zombies walk directly toward the player at roughly 0.55–0.77 units per second, rotate to face the player, and attack at close range (within about 1.25 units), dealing 8 health damage every 0.8 seconds. The player has 100 health, though health does not need to be displayed in the standard HUD. When all living zombies are defeated, advance to the next wave after a short delay, add 3 rounds of ammunition up to the 8-round maximum, and spawn the next group. If health reaches zero, stop gameplay and show a centered dark modal reading “YOU WERE OVERRUN,” with “Wave [number] · Score [score]” and a RESTART button that reloads/resets the game.

Give the player 8/8 ammunition at the start. Fire with left mouse click, SPACE, or a large FIRE touch button on coarse-pointer/mobile devices. Each shot consumes one round and creates a very brief bright amber bullet/tracer streak in the aim direction. A shot should damage the nearest living zombie that lies close to the aim ray (dot-product alignment above roughly 0.86) and is within 12 units; zombies require two hits to kill. On death, play a zombie death animation, award 10 score, and remove the corpse after about 0.65 seconds. Do not fire when out of ammunition or after game over. Support holding the mouse/touch fire control for repeated firing if appropriate, while preserving the explicit click/SPACE behavior.

Build a restrained survival-horror HUD over the scene. In the upper-left, use a translucent black-green glass panel with a thin muted pale-green border and the title “LAST LIGHT” in small bold spaced pale green lettering. Show rows labeled WAVE, AMMO, THREATS, and FLASHLIGHT; use an amber highlight for ammo. The THREATS count is the number of living zombies. Under FLASHLIGHT show a horizontal battery bar, pale green when full and shrinking with battery percentage, plus a percentage such as “99%.” In the upper-right place the LIGHT [F] control. At the bottom center show a translucent hint strip with exactly/approximately: “WASD / arrows move · mouse aims · click or SPACE fires · F toggles light”. On touch devices also show the circular FIRE button in the lower-right; hide it for mouse/precise-pointer devices. Use responsive styling matching the screenshot: near-black background, muted green UI, pale green light ring and bar, amber ammo/tracer/aim accents, subtle borders, blur, and shadows.

Movement uses WASD and arrow keys through top-down controls, with a movement speed around 5.2. Also provide equivalent touch controls if the target engine’s standard top-down controls support them. Keep the camera and player movement constrained to the playable arena as appropriate. Use animated low-poly/quaternius-like soldier and zombie character models if available; otherwise use simple low-poly humanoid substitutes, with an idle animation for the survivor and walking/running plus death animation for zombies. The visual target is a sparse, ominous, grid-marked night arena where the pale flashlight ring, HUD, muzzle/tracer flashes, cover blocks, and approaching silhouettes stand out against deep green-black fog.

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