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Arcade › Last Landing

Last Landing

  • 3d
  • third-person
  • survival
  • horror
  • arcade
  • endless
  • post-apocalyptic
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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. LuciousTPK built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Last Landing was built by LuciousTPK 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 Landing 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 Landing

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 third-person 3D survival-escape game titled “LAST LANDING.” The player is stranded on an endless industrial tower above a dead wasteland and must survive repeated floors by reaching the fire escape on each landing. Use a warm, dusty brown/gray post-apocalyptic visual style with low-poly industrial geometry, strong soft shadows, atmospheric fog, and a dark vignette-like mood. The camera should follow behind and slightly above the player with a perspective view, keeping the landing and the pursuing creature visible.

Build each landing as a broad square industrial platform around a large dark tower core. At the far edge is an escape ledge/fire escape: a narrow platform with rusty rail posts and a descending run of rusty metal steps. Scatter low-poly rocks and boulders across the surrounding dead wasteland below/around the tower. Include an industrial building/tower facade impression in the environment. The player is a simple pale beige capsule-like humanoid, standing on the landing. A tall animated alien/monster hunter appears on every floor, using a stylized low-poly animated creature model. It should visibly pursue the player across the landing, turning toward them as it moves.

Controls: WASD or arrow keys move the player; Space jumps; support a mobile virtual joystick/touch movement control. The player begins on the landing near the tower, while the escape is at the opposite edge. Movement should include gravity and jumping. The core objective on every floor is to reach the fire escape area (player z position toward the escape edge, within the central width) after at least five seconds on the floor. When the player reaches it, increment the score and advance immediately to the next floor, resetting the player and spawning a new hunter. There is no final top: floors continue indefinitely.

The hunter should normally move directly toward the player and cause an instant game over when it gets very close. Vary its behavior by floor cycle: on floors where floor number modulo 3 equals 1, show the warning “The hunter hears every footstep.” and, when the player is running, show “It can hear you running.” On modulo-3-equals-2 floors, show “Do not look away from the stairs.” and make the hunter move very slowly for the first seven seconds. On modulo-3-equals-0 floors, show “The landing is shifting beneath you.” and periodically slow the hunter. After 18 seconds on a floor, if the player has not reached the escape, display “The stairs are open. Reach the fire escape.” The initial gameplay message is “Find the fire escape. Stay alive.”

HUD: pin “FLOOR 1” at the upper-left and “SCORE 0” at the upper-right, using bold uppercase light beige text with subtle black shadow. Put contextual warning/objective text centered near the top. On game start, show a centered modal overlay over the dimmed 3D scene: dark translucent brown-black rounded card with a thin warm border, title “LAST LANDING,” the text “You are stranded on an endless tower above a dead wasteland.”, the controls line “WASD / arrows move · Space jump · mobile joystick works too,” a warm brown button labeled “ENTER THE TOWER,” and the small line “Each floor changes the thing hunting you. There is no top.” Clicking the button dismisses the overlay and starts on floor 1.

When caught, keep the scene dimmed and show the HUD message “CAUGHT ON FLOOR [current floor]” in a contrasting danger color. Replace the modal content with “THE TOWER KEEPS RISING,” “You reached [score] floors before the dark found you.”, and a “TRY AGAIN” button that reloads/restarts the game. Preserve the restrained cinematic presentation: warm sunset-like directional lighting, ambient hemisphere light, fog that obscures the distant wasteland, rusty orange-brown metal, dark tower walls, beige player, and no weapons, collectibles, health bar, or combat system.

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