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Arcade › Last Light

Last Light

  • 3d
  • top-down
  • survival
  • shooter
  • zombies
  • arcade
  • dark-atmosphere
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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. Muhammed Abdulla 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 Muhammed Abdulla what you would add next.

Make your own game

Last Light was built by Muhammed Abdulla 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 browser-based 3D top-down survival shooter titled “Last Light.” Use Three.js with a dark atmospheric night scene viewed from an elevated third-person/top-down camera that follows the player at roughly 14 units distance. The environment is a large flat square asphalt-like ground plane, dark desaturated green, with a subtle square grid over it, fog fading into near-black at the edges, and sparse low-poly environmental clutter: a ring of chunky rectangular barricades around the outer area and scattered short cylindrical debris/barrels in muted green and brown. Use soft moon/ambient lighting and strong shadows.

The player is a small stylized low-poly humanoid survivor at the center: a glowing teal-green capsule-like body with a bright pale visor strip. The player carries a forward-facing flashlight represented by a visible cone/spotlight; it should brightly illuminate a limited area in front of the character against the darkness. The character rotates toward the mouse aim direction while moving. Put a small fixed pale-green crosshair at screen center. Mouse movement aims by projecting the cursor onto the ground; clicking fires in that direction. Support keyboard movement with WASD and arrow keys, mouse aiming, left click shooting, Space as an alternate shoot key, F to toggle the flashlight, and R to reload. Include touch-friendly on-screen controls on coarse-pointer devices: directional buttons, LIGHT, and FIRE.

The core loop is to keep moving while fighting a horde of zombies. When the game begins, spawn eight zombies at random positions 12–22 units from the player, using a mixture of male and female stylized animated humanoid zombie 3D models. Each zombie has 2 hit points, moves directly toward the player at approximately 1.05–1.5 units/second, and attacks when within about 0.95 units. Each successful close attack deals 8 health damage, with a 0.7-second damage cooldown. Start the player at 100 health; when health reaches zero, stop gameplay and show the message “You were swallowed by the dark — press Enter to restart.” Pressing Enter reloads/restarts the page. Zombies should have simple idle animation while alive, cast and receive shadows, and rotate toward the player as they approach. Each shot consumes one round, has a 0.22-second cooldown, and can hit the closest zombie in the aim line within 18 units if it is within roughly 0.8 units of the line. Two hits kill a zombie. On death, tip the zombie onto its side, count a kill, remove it after about half a second, and immediately spawn a replacement at a random outer position so the threat count remains active. Show a small muzzle-flash/projectile streak effect for each shot.

Use a 12-round magazine and 48 reserve rounds at the start. Reload fills the magazine up to 12 using reserve ammunition, and does nothing if full or out of reserve. The flashlight starts on with 100% battery and drains at 0.8 percentage points per second while enabled; when it reaches zero, switch it off automatically. Toggling it off should stop the cone light and display an OFF indicator in the HUD. There is no visible health bar in the supplied interface, but health still governs the game-over condition.

Build a minimal dark glassmorphism HUD over the game. At top left, show a translucent rounded panel with the green uppercase title “LAST LIGHT” and a run label like “Night 1 · 0 down,” updating the kill count. At top right, show “Ammo 12 / 48,” “Flashlight 100%,” and “Threats 8,” with values emphasized. Centered near the top, show the instruction “Find the dark. Keep moving.” At the bottom center, show “WASD / arrows move · Mouse aims · Click shoots · F flashlight · R reload.” On mobile, place the controls above the bottom help text. Maintain the restrained palette visible in the reference: almost-black blue-green background, faint teal grid, pale green text, teal player glow, and muted zombie/environment colors. Use fog, bloom-like emissive materials or bright spot lighting, soft shadows, and clean uncluttered composition to make the flashlight beam and silhouettes the main visual focus.

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