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Last Light

  • 3d
  • top-down
  • survival
  • shooter
  • horror
  • arcade
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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. Ricky Best 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 Ricky Best what you would add next.

Make your own game

Last Light was built by Ricky Best 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.

Rebuild a playable top-down 3D survival shooter titled “Last Light.” Use Three.js or an equivalent 3D engine with an orthographic camera looking down at a dark cemetery from a slightly angled overhead view. The camera should follow the player, keeping the player near the center; use a near-black navy background and fog so the edges of the cemetery fade into darkness. The play area is a rectangular cemetery roughly 32 by 24 world units, enclosed by low dark gray walls on all four sides. Add a dim gray-black ground plane, a long low fence near the north and south edges, and grave markers arranged in two staggered rows around z=-5 and z=1. The visual style is sparse, moody, low-poly and night-time, with cool blue-gray ambient/moon lighting and warm yellow light from the player.

The player is a tiny stylized glowing survivor marker at the center/lower portion of the scene: a short gold/tan cylindrical body with a small pale spherical head. Start the player at approximately (0, 0, 6). Give the player a warm cone-shaped flashlight, initially enabled, aimed in the direction of the mouse pointer/crosshair. The flashlight should visibly illuminate only a limited forward area and cast warm yellow light/shadows against the otherwise very dark cemetery. The player can move with WASD or arrow keys, and support Shift as the run modifier. Keep movement constrained by the cemetery boundaries. The mouse pointer determines the aiming direction; clicking fires toward the pointer. Show a glowing pale-yellow plus-shaped crosshair fixed at the center of the screen.

Spawn exactly seven low-poly zombie character models in the cemetery, initially around (-10,-7), (8,-7), (-11,4), (10,5), (-5,8), (6,8), and (0,-9). Use animated walking zombie models if available, with shadow casting. Zombies continuously pursue the player at slow variable speeds of roughly 0.55–0.90 world units per second, rotate to face their movement direction, and stop when within about 0.65 units. When close, they damage the player for 8 health approximately every 0.9 seconds. A shot instantly kills the nearest living zombie that lies almost directly in the aim direction (about a 0.965 direction-dot threshold) and within the nearest target along that line. Dead zombies disappear. The goal is to kill all seven zombies before health reaches zero.

Start with Ammo 8 / 8, Health 100, and seven living zombies. Each click consumes one bullet, with a short 240 ms firing cooldown. If a shot kills a zombie, briefly display “TARGET DOWN.” If the final zombie dies, end the game, display “CEMETERY CLEARED,” and show a RESTART button. If health reaches zero, end the game, display “THE DEAD GOT YOU,” and show the same restart button. Reloading is instantaneous back to 8 rounds when ammo is below maximum: use R on desktop and provide a RELOAD button on touch devices; briefly show “RELOADED.” When firing the final available round without hitting a target, show “NO AMMO,” and do not allow firing with zero ammo. Allow Enter to restart after game over and a visible RESTART button to reload the page/reset the game.

Create a fixed HUD over the 3D view. In the upper-left, use a translucent nearly black rounded rectangular panel with a subtle light border and blur: gold spaced uppercase title “LAST LIGHT,” followed by “Ammo 8 / 8” (live value), “Zombies 7” (live remaining count), and “Health 100” (live value). Under those, show the desktop hint “WASD / arrows move · click to fire · Shift run · Space flashlight.” In the upper-right, show the small label “NIGHTFALL CEMETERY.” Center-screen, show the warm glowing crosshair. Temporary status messages should be centered near the top in uppercase gold text with a dark shadow. On touch/coarse-pointer devices, show bottom buttons for FLASHLIGHT on the right and RELOAD on the left, plus a small bottom-center hint about dragging to move, tapping to fire, and using the on-screen controls. Space toggles the flashlight on/off on desktop; the touch FLASHLIGHT button does the same, and the HUD/message should briefly say “FLASHLIGHT ON” or “FLASHLIGHT OFF.”

Use a restrained palette: #07090d near-black blue background, dark charcoal ground and walls, cool blue-gray hemisphere/moon illumination, pale gold player and crosshair, and warm amber flashlight. Use soft shadows, fog, and a cinematic minimal horror atmosphere. The resulting game should be immediately playable with no title screen: movement, aiming, shooting, pursuit, health damage, reload, flashlight toggle, HUD updates, victory/defeat and restart must all work from the first load.

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