Appearance
Arcade › Last Light
Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.
Made by antony Mohamed, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.
Nobody has said anything about Last Light yet. Play it, then tell antony Mohamed what you would add next.
Last Light was built by antony Mohamed 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 top-down 3D survival shooter titled “Last Light.” Show a dark, abandoned nighttime street arena from a high, nearly vertical overhead camera, centered on the survivor and tracking their movement. Keep the playfield within a roughly square arena: charcoal asphalt ground with a faint square grid, dim fog, sparse moonlit shadows, and low-contrast desaturated colors. Around the arena perimeter and scattered inside it place chunky rectangular street debris, crates, broken wall sections, and concrete barricades; block player movement against these obstacles and keep the survivor within the arena boundary. A small survivor stands near the center, ideally a subdued human character carrying a gun; a simple dark figure with a warm brown/gold detail is sufficient if no model assets are available. Give the survivor a warm yellow flashlight cone aimed in the direction they face, illuminating a limited patch of nearby ground in the otherwise very dark scene. Aim toward the mouse cursor and display a small pale-gold circular reticle at the cursor. The main objective is to survive successive waves of approaching infected zombies. Start with a title/menu overlay reading LAST LIGHT and a short prompt that night has swallowed the streets and ammunition is precious, plus an “ENTER THE DARK” start button and control instructions. On starting, set the player to health 100, wave 1, 6 loaded bullets, 24 reserve rounds, zero kills, and flashlight on. Spawn 6 zombies in wave 1 around the outer area; zombies walk toward the survivor and damage them when close, attacking repeatedly. The player moves with WASD or arrow keys at a steady pace, aims with the mouse, and fires with mouse click or Space. Shots consume one loaded round, have a short firing cooldown, and can hit a zombie directly ahead within short range; each zombie takes two hits to kill. R reloads over a brief pause from reserve ammunition, and F toggles the flashlight. When all zombies in a wave are defeated, automatically start the next wave with more zombies (increasing by two each wave up to a cap); award a small refill of loaded and reserve ammo at each transition. Zombies reduce player health on contact; at zero health stop play and show a “YOU FELL” game-over screen with the wave reached, kills, and a “TRY AGAIN” button. Include keyboard/mouse controls and, on touch devices, a directional pad plus FIRE, LIGHT, and RELOAD buttons. HUD should remain fixed at upper left in compact translucent dark panels with the warm gold title “LAST LIGHT” and live readouts in the form “WAVE 1 · AMMO 6 / 24” and “HEALTH 100 · LIGHT ON · KILLS 0”; at upper right show concise control hints. Use a moody restrained palette of near-black blue-green, muted asphalt gray, olive/brown debris, and warm flashlight gold, with softly lit shadows and a tense minimal horror-survival atmosphere.