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Arcade › Last Light
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hlayuam Thit Hein built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Last Light yet. Play it, then tell Hlayuam Thit Hein what you would add next.
Last Light was built by Hlayuam Thit Hein 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.
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 top-down zombie survival shooter titled “Last Light.” Use an oblique third-person camera looking down from above at a dark circular street arena, following the player while offsetting the look-at point slightly in the direction they aim. The scene should feel like a nearly black nighttime city block: deep blue-black ambient fog, dim moonlight, warm street lamps, dark road/intersection tiles, scattered barrels/debris, blood stains, and a red-tinted boundary ring around the arena. Use low-poly zombie-apocalypse visuals, with imported stylized survivor, basic zombie, chubby zombie, street, streetlight, barrel, and blood assets when available; provide simple capsule/primitive fallbacks if assets fail. The player is a survivor at the center of the arena, carrying a gun and a mounted warm-white flashlight. The flashlight should be a visible directional spotlight aimed toward the current aim direction, illuminating a cone/patch of the dark environment, with a brief warm muzzle light when firing. The player can move freely around the roughly 28-unit-radius arena, is constrained by the outer boundary, and collides with seven static barrel-like obstacles positioned around the streets. Movement is smooth and normalized with WASD or arrow keys on desktop, and a virtual left stick on mobile. Aim with the mouse by projecting the cursor onto the ground; on mobile, use a right virtual stick. The character rotates to face the aim direction. Hold the mouse button, press F or Space, or hold the mobile Shoot button to fire repeatedly. Implement the core loop: survive while zombies continuously approach the player from the outer edge. Spawn a mix of standard and chubby zombies. Standard zombies should move faster, have a smaller collision radius, 2 hit points, and deal 14 damage on contact; chubby zombies should be slower, larger, and tougher with 3 hit points. Zombies directly pursue the player, rotate toward them, use run/walk animations, and attack on contact with a cooldown of about 0.8 seconds. The player has 100 health and brief invulnerability after taking damage. When health reaches zero, stop gameplay, show a “Game Over” overlay, and report survival time, kills, and final wave; allow restart with the button or Enter. The weapon has a six-round magazine and starts with 18 reserve rounds. Each shot consumes one round, has about a 0.22-second cooldown, creates a very brief glowing bullet tracer from the player toward the aim direction, and can hit the nearest zombie intersecting a narrow line up to about 18 units away. A hit reduces zombie HP; on death, play a death animation/fall, spawn a blood stain, increment kills and score (25 points per kill), and occasionally create/reposition an ammo crate. Empty magazines should show a reload prompt. Reload with R or the mobile Reload button; reloading takes about 1.05 seconds, fills the magazine from reserve ammo, and cannot exceed six rounds. If reserve ammo is empty, show an out-of-ammo message. Place three rotating, softly glowing yellow ammo crates at approximately (-9,-9), (10,8), and (-2,12) in world coordinates. When the player comes within roughly 1.45 units, collect a crate, add 6 reserve rounds up to a maximum reserve of 42, hide it, and respawn it after 9 seconds. Make pickups bob subtly and display a short “+6 ammo” HUD alert. Dead zombies have a small chance to reactivate an unavailable pickup at their death location. Increase difficulty over time: start on Wave 1, advance every 18 seconds, show a temporary centered wave banner, and increase the simultaneous zombie target count as waves rise, capped at 18. Spawn intervals should shorten with each wave, down to about 0.42 seconds, and the chance of chubby zombies should rise modestly with wave number. Start with a target of 4 + 2 times the wave, capped at 18. Do not add a win state; the goal is to survive as long as possible while kills, ammo, and health are managed. Build the HUD as fixed dark translucent rounded panels over the game. In the upper-left show the title LAST LIGHT, Health 100, Wave 1, Ammo 6 / 18, and Kills 0, plus a horizontal health bar that transitions from red/coral to yellow. Show a temporary wave banner near the top center and temporary reload/ammo alerts near the lower center. Include an upper-right help panel explaining desktop controls, mobile controls, and the need to collect yellow ammo crates. On coarse/mobile screens show large translucent circular Move and Aim sticks at the lower left and lower right, with Shoot and Reload pill buttons stacked on the right above them. On the start screen, show a centered panel titled Last Light with the instruction to hold the block, aim the flashlight, and conserve bullets, plus a Start button. Use dark glass UI, pale yellow accents, coral danger colors, subtle borders/shadows, and responsive layout. Add small camera shake on firing and damage, brief firing flashes, animations for survivor/zombies, and fading bullet tracers and blood decals while preserving the stark, low-light atmosphere.