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Arcade › Last Light
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Made by Daler Ixtiyorov, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.
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Last Light was built by Daler Ixtiyorov 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 “Last Light,” a playable, endless top-down 3D survival shooter set on a dim, abandoned cracked city road at night. Use a slightly angled overhead follow camera centered on the survivor, with a broad view of the nearby street and approaching enemies. The player is a small armed human survivor, positioned near the center of the view and able to move freely across the road. Dress the environment in dark cracked asphalt road sections, faint road markings/grid detail, scattered orange-brown dirt or damaged roadside patches, and a few striped traffic barriers around the play area. Keep the world nearly black-green, with deep shadows and distance fog; use restrained cool moonlight and a warm, directional flashlight cone cast from the survivor toward the direction they face. A small warm ring on the ground marks the current aim point. The style should feel sparse, moody, low-light, and readable rather than bright or highly decorative. The central loop is to move, aim, shoot pursuing zombies, and survive increasingly large waves. Begin at wave 1 with 100 health, 12 rounds loaded, and 36 reserve rounds. Spawn a ring of zombies some distance from the player: six in wave 1, with two additional zombies for each subsequent wave. Zombies continuously walk toward the survivor and turn to face them. Each zombie takes two hits to kill. The survivor fires individual forward-traveling projectiles in the direction they are facing, with a short fire interval (about one shot every 0.33 seconds); each shot consumes one round. A zombie that reaches close melee range attacks repeatedly about every 0.9 seconds, dealing 12 health damage per hit. When all zombies in a wave are eliminated, immediately start the next wave and briefly display its wave number. There is no separate victory state: the aim is to keep surviving waves. At zero health, stop the action and show “YOU WERE OVERRUN” with a tap-to-restart instruction. Controls: WASD or a movement joystick moves the survivor. The mouse or touch drag aims by turning the survivor toward the ground point under the pointer; a mouse click fires, and Space also fires. On touch screens, provide large, translucent circular buttons in the lower-right area for LIGHT ON/OFF, RELOAD, and FIRE; touching the screen can aim. R or the RELOAD button starts a 1.2-second reload, filling the magazine up to 12 using reserve ammunition; do not reload while already full, reloading, or out of reserve. F or the light button toggles the flashlight cone, with the cone and nearby fill light visibly dimming when off. Overlay a fixed, compact dark translucent HUD panel in the upper-left with the title “LAST LIGHT · SURVIVE” and clearly legible AMMO, HEALTH, and WAVE values. Put concise control hints in the upper-right: WASD/joystick to move, mouse/drag to aim, click/FIRE to shoot, R to reload, F for flashlight. Show short centered status messages such as RELOADING and the new wave number when applicable. Make the interface adapt to portrait mobile screens, keeping the large touch buttons near the bottom-right and the HUD readable. Use subtle lighting and fog so the flashlight is important, but keep the survivor, zombies, projectiles, aim marker, road, and HUD visible enough to play.