Arcade › Last Island
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ariya 4Game built it with Cinevva, so it works on a phone or a tablet too.
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Last Island was built by Ariya 4Game 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 Island 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.
Recreate “Last Island” as a browser-based 3D third-person sci-fi survival/exploration shooter called LAST ISLAND, with a dark translucent HUD over the game view. The playable setting is a broad desert outpost: a flat brown desert ground plane, warm brown atmospheric fog/background, scattered blocky ruined structures, and a central relay at the origin. Build the relay as a dark blue-gray circular metal base with five tall pale metallic rectangular pylons arranged in a ring around it. Scatter roughly 34 irregular rectangular brown ruin blocks at varied distances around the relay, and add large crater-like desert formations across the wider area. Use simple stylized low-poly geometry, Three.js-like soft shadows, bright hemisphere/sun lighting, and a third-person camera following a small blocky humanoid player. The player has a blue rectangular body, tan cube head, and starts at approximately (0, 0, 18), facing/approaching the relay. Use a third-person movement controller with camera look, walking/running movement, and jumping; the player can move around the desert and central objective. Core goal: the mission starts with “Reach the central relay.” When the player gets within 10 world units of the central relay, secure it, change the mission text to “Relay secured. Hold the outpost.”, change the bottom objective progress from “0 / 1” to “1 / 1”, award 50 XP and 25 credits, and show a temporary toast saying “Central relay secured”. There is no separate win screen in the source mechanics. Spawn 8 red raider enemies around the player/relay area at random radii of about 18–55 units. Each is a simple red capsule-like humanoid, with 45 HP and speed 2.2, that continuously moves toward the player and damages the player for 5 HP per second when within about 2.1 units. If HP reaches zero, reset HP to 100, move the player back to (0, 0, 18), and show “You were downed — back at the relay”. Display the live enemy count. Enemies can be shot with the left mouse button: fire a cyan glowing sphere from the camera in the camera’s forward direction, with a short fire cooldown of about 220 ms, projectile speed 28, and approximately 1.2-second lifetime. A hit within about 1.1 units deals 20 damage; killing a raider removes it, awards 20 XP and 5 credits, and updates the count. At 100 XP, increase the level by one, subtract 100 XP from the current XP, and show “Level up”. Include the Q ability: when ready, pressing Q triggers “Shockwave unleashed”, marks the ability on cooldown, and deals 55 damage to every enemy within 10 units of the player. Restore it to READY after about 8 seconds. Include stamina behavior: movement drains stamina at 8 per second and not moving regenerates it at 18 per second, capped at 100. Track HP, stamina, XP, level, credits, wave (starts at 1), ability readiness, sector, and relay secured state. Reproduce the visible HUD precisely in spirit: a fixed top-left rounded translucent black panel titled “LAST ISLAND”, with the subtitle “Ariya4Game • Outpost Run”, red HP bar, blue/cyan Stamina bar, purple XP bar, and “Level 1 • XP 0” style readout. Put a matching top-right panel showing “Sector: Desert Outpost”, “Credits: 0”, “Enemies: 8” initially, “Wave: 1”, and “Ability: READY”. Center a rounded mission panel at the top reading “MISSION” and “Reach the central relay.” Add a simple white plus crosshair at screen center. At the bottom center, show a rounded panel labeled “Central Relay” and “0 / 1”. Use a dark navy/near-black page and glassy translucent panels with thin pale borders, rounded corners, blur, and subtle shadows; use clean white Arial-like text. Temporary toast notifications appear above the bottom mission panel. Implement the keyboard/menu interactions present in the source: M opens a full-screen dark “GALAXY MAP” overlay with four travel cards—Desert Outpost (“Ruins, relay towers and raider camps.”), Neon Industrial (“Factories and security drones.”), Frozen World (“Ice fields and abandoned stations.”), and Volcanic Fortress (“Lava chambers and the final fortress.”)—each with a TRAVEL button, plus CLOSE. Selecting a sector closes the map, updates the sector label, changes the scene background color (desert brown; Neon Industrial dark blue-gray; Frozen World pale icy blue; Volcanic Fortress dark reddish brown), and shows “Travelled to [sector]”; do not imply that travel changes the enemies or level geometry because the source only changes the sector/background. I opens a full-screen INVENTORY overlay listing “Pulse Rifle — Equipped”, “Relay Key — Found” only after the relay is secured otherwise “Missing”, and current Credits, with a CLOSE button. Preserve responsive behavior so panels fit narrower mobile screens. Make the game actually playable with continuous rendering, collision/damage/projectile updates, and live HUD updates; do not add mechanics, weapons, objectives, or enemies beyond those described.