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Last Escape

  • 3d
  • third-person
  • zombie-survival
  • shooter
  • post-apocalyptic
  • mission-based
  • low-poly
  • night
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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. Gungun built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Last Escape yet. Play it, then tell Gungun what you would add next.

Make your own game

Last Escape was built by Gungun 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 Escape 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 Escape

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.

Recreate “Last Escape” as a dark third-person 3D zombie-survival game. Use a low-poly, stylized post-apocalyptic city at night: wet dark-green asphalt, blocky charcoal buildings and road barriers, abandoned cars and police cruisers in the starting street, hospital/police-station structures, rain particles, dense blue-black fog, a cold moonlit fill light, and a red emergency light that intensifies when zombies are close. Place the player survivor in the center of the scene, viewed from an over-the-shoulder third-person camera about 5 units behind them. The survivor is a stylized character carrying a pistol, with visible weapon model and animated idle/walk/run/dodge-style movement. Spawn six stylized humanoid zombies around the city; they idle until alerted, then pursue the player, play walk and punch animations, attack at close range, and can be killed by gunfire. Zombies should visibly react to hits and fall/lie down when dead.

Core goal and mission progression: begin with “Reach the safe house,” directing the player toward a green-lit shelter at the far end of the street. Build the safe house as a blocky building with a glowing green beacon and circular green-lit zone. Entering it advances to “Search the hospital.” The hospital area contains supply boxes; searching a hospital supply box advances the mission to “Bring medicine home.” Return to the safe house while carrying a medkit, which consumes the medkit and advances to “Clear the street.” Kill at least three zombies, then return to the safe house for “Final extraction”; entering it completes the sequence, grants 18 pistol rounds, and changes the status to “Shelter secured.” In the safe house, health, stamina, and bleeding recovery are accelerated and zombie attacks do not damage the player.

Player controls and mechanics: WASD movement, Shift sprint, Space jump/dodge as supported by the third-person controller, C toggles crouch, left mouse fires, R reloads, E searches a nearby container or closes the loot panel, Tab opens/closes the field backpack, and number keys 1/2/3 select weapons when available. Start with a pistol containing a 12-round magazine and 36 reserve rounds. Firing is rate-limited, consumes magazine ammo, uses a centered crosshair, creates a brief muzzle flash, and damages zombies only when the aim direction is aligned. Reload should take about 0.65 seconds. Track health at 100, stamina at 100, bleeding, kills, score, and game-over when health reaches zero. Zombie hits lower health, cause bleeding, and drain stamina; bleeding slowly drains health until stopped. Provide working inventory consumables: bandages stop bleeding, medkits restore 35 health, painkillers temporarily reduce injury effects, food restores 35 stamina, and water restores 20 stamina. The backpack has a 20-item capacity and displays supplies as clickable cards. Support pistol, shotgun, and rifle data/ammo display if those weapons become available, but the initial equipped weapon is the pistol.

Populate the level with ten searchable abandoned vehicles, including police cruisers, near the starting area, plus nine searchable supply containers around the hospital/kitchen area. Searching opens a loot panel with randomized location-appropriate loot: hospital boxes provide bandages, a medkit, painkillers, and water; police cars provide pistol/shotgun/rifle ammo and a bandage; kitchen cabinets provide food, water, and crafting parts; ordinary abandoned cars provide pistol ammo, food, and crafting parts. Show an interaction prompt such as “[ E ] SEARCH ABANDONED CAR” when close to an unsearched container, and allow individual loot items to be taken from the panel.

Recreate the restrained survival-game HUD exactly in spirit: top-left branding “ZOMBIE SURVIVAL” and “THE LAST ESCAPE · CREATED BY HARLES”; beneath it an ACTIVE MISSION card with green accent, title, and description; bottom-left HEALTH numeric value with a red bar and condition text (STABLE, BLEEDING, or PAINKILLER ACTIVE), STAMINA with a green bar and stance/state text (IDLE, WALK, RUN, or CROUCHED), plus a small controls legend; bottom-right large weapon name and magazine/reserve ammo such as “PISTOL 12 / 36” with reload/fire hints; a thin white crosshair at screen center; contextual interaction hint near the lower center; and brief centered toast messages for mission updates, pickups, reloads, kills, and extraction. Add a red screen-edge damage flash when attacked. Use muted off-white HUD text, gray-green translucent panels, red health accents, green safe-house accents, amber ammo/item quantities, and a nearly black background. Include a loading screen reading “LOADING THE LAST ESCAPE…” while 3D assets load. Use imported low-poly character, zombie, pistol, shotgun, and rifle assets in the same stylized zombie-apocalypse-kit aesthetic, with soft shadows, moonlight, fog, rain, and ominous sparse zombie growl audio.

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