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Arcade › Last Light

Last Light

  • 3d
  • survival-horror
  • top-down
  • arcade
  • asymmetric
  • single-player
0
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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. Aiden built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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

Make your own game

Last Light was built by Aiden 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.

Read the build brief for Last Light

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 3D survival-horror game titled "Last Light". Use a high, angled third-person camera that follows the currently controlled character from behind and above (roughly y=17 and z=14 relative to the character), looking toward the character; smoothly follow movement. The scene is a dark abandoned street at night: nearly black-blue background and fog, a large square wet-asphalt arena about 60 by 60 units, faint street/grid markings, several modular four-way street slabs, boundary walls, scattered rust barrels and irregular rubble heaps. Use cold blue moonlight/hemi lighting with soft shadows and a pulsing red point light centered on the monster to visually indicate its terror radius. The visual style should be low-poly/stylized 3D using Quaternius Zombie Apocalypse Kit-style models: animated survivor characters, basic zombie-like monster/enemy assets, barrels, street pieces, and chest props; use a larger boss-like Cthulhu creature for the monster. Add subtle glowing yellow battery lights and dark atmospheric fog. If external models are unavailable, use simple colored fallback character and prop shapes.

At launch, show a full-screen dark translucent role-selection overlay titled LAST LIGHT. Explain: a monster stalks an abandoned street; survivors must gather 5 batteries and keep the signal alive until rescue arrives. Provide two buttons: blue "Play Survivor" and dark red "Play Monster". Also state the controls: Survivor uses WASD or arrow keys to move and Shift to run; Monster hunts survivors; if the player does not choose Monster, the monster is AI-controlled. After choosing, remove the overlay and start a round.

There are four survivors total: the player survivor starts near the center at approximately (-3,-3), with three AI survivors nearby. The player survivor moves at base speed 6.2 and can sprint at 1.42x speed. AI survivors move at base speed 3.1, wander toward uncollected batteries sometimes, and flee directly away from the monster whenever it is within 10 units, moving at 4.7 speed. The monster starts at approximately (16,16), is larger than survivors, moves at speed 4.25, and catches a survivor when close enough. In Survivor mode, the monster is AI-controlled and continuously hunts the nearest living survivor; its speed slightly increases with each battery collected and gets an additional boost when its target is far away. In Monster mode, the player controls the monster while all survivors are AI-controlled and flee/wander. The controlled character should face its movement direction and use idle/walk/run/flying/attack/death animations where available.

Place exactly five glowing battery objectives, represented by chest props with a floating bobbing yellow orb and point light, at approximately (-21,20), (-16,-18), (0,22), (18,-17), and (22,5). Any living survivor can collect a battery by coming within about 1.45 units; hide that objective, increment the shared battery count, play a short pickup sound, and display a temporary message identifying whether the player or an AI survivor found it. Survivors do not need a separate interaction button. The monster catches survivors on contact, making them disappear and dead; play an impact sound and a temporary catch message. If the player survivor is caught in Survivor mode, immediately end the game with "Monster got you. The survivors lost." Otherwise, the monster wins when all four survivors are caught.

Start a 92-second rescue countdown immediately when the round begins. Survivors win only if all 5 batteries have been collected and at least one survivor remains alive when the timer reaches zero, showing "Rescue arrived. Survivors win." If time expires before all batteries are gathered, show "The signal failed. Monster wins." The game also ends with "Monster wins. No survivors left." when appropriate. On game over, freeze gameplay, retain the scene, show the result in the HUD/message area, and display a Restart button that resets the arena, timer, objectives, characters, and state.

Include a persistent HUD over the 3D view. In the upper left, show a dark translucent rounded panel with the selected role (Survivor or Monster), living survivors as e.g. "Survivors: 4/4", batteries as "Batteries: 0/5", and the countdown as "Rescue: 92s". In the upper right, show contextual instructions: in Survivor mode, tell the player to find the remaining glowing batteries and keep away from the red light, then after all batteries are found tell them to survive until rescue; in Monster mode, tell the player to hunt the survivors and explain that the red light marks the terror radius. Use a cold blue-white text palette with red accents for monster warnings.

Support keyboard input with WASD and arrow keys for movement and Shift for sprinting. On touch devices, show a translucent circular virtual joystick at bottom left and a large circular red "Sprint" button at bottom right; holding the button applies the same sprint multiplier. Make the interface responsive and prevent touch scrolling. Keep the game as a local single-player role-selection experience; do not add multiplayer, hiding lockers, safe zones, flashlight cones, extra maps, or other future features.

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