Arcade › Last Light
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sakas51 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 Sakas51 what you would add next.
Last Light was built by Sakas51 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 Three.js-style top-down/isometric survival shooter titled “Last Light.” The camera should be a perspective camera looking down from about 15 units away at a small survivor on a square, bounded asphalt road at night. Use a nearly black navy background and fog, cool moonlight/blue ambient illumination, soft shadows, and a warm yellow-orange flashlight cone/spotlight mounted above the survivor that points toward the player’s aim direction. The arena is an approximately 10.8 by 10.8 dark gray asphalt square with subtle noisy pavement texture, surrounded on all four sides by raised gray curbs; clamp the player inside the road boundaries. The player is a small stylized sci-fi survivor: a pale capsule-like body with a dark blue-black glowing visor, centered at the start. Move with WASD or arrow keys; support click/tap aiming and firing, with the flashlight following the aim. The player rotates toward the cursor/touch aim point. Also support firing with Space. Each shot consumes one round, has a short cooldown of about 0.28 seconds, creates a small glowing warm bullet that travels rapidly in a straight line, and briefly flashes the screen warm yellow. Start with 12/12 ammunition. Shots should have modest aim assistance: if a nearby zombie is within roughly a 24-degree cone and 10 units, redirect the bullet to that target. There is no manual reload; replenish ammunition to full whenever a new wave begins. Spawn a ring of approximately twelve hostile zombies around the road, using varied male and female animated humanoid zombie models if available. They should visibly walk toward the survivor, with slight speed variation around 0.7–1.05 units per second, and remain inside the road. When within about 1.05 units, stop and attack every 0.8 seconds, dealing 8 health damage. Zombies have one hit point: a bullet kills one, makes it fall/tilt onto the ground, and awards 10 points. Dead zombies must stop moving and attacking. Every 8 seconds advance the wave counter, refill ammo, and add another zombie. The player starts with 100 health; when health reaches zero, stop gameplay and show a centered dark game-over overlay reading “OVERRUN,” a survival-time and points summary, and a “Try again” button that restarts the game. Add a fixed HUD over the game. In the upper-left, show a translucent nearly black panel with a thin light border and subtle blur/shadow, the gold spaced title “LAST LIGHT,” and four rows: Ammo (initially 12 / 12), Health (100), Wave (1), and Score (0), with white bold values aligned to the right. At the bottom center show the instruction text: “WASD / arrows move · click or tap to fire · flashlight follows your aim” in a translucent dark bordered strip. Keep the visual style cinematic, sparse, and nocturnal: charcoal/navy road and environment, cool blue lighting, warm flashlight and bullet accents, simple low-poly/stylized character forms, and readable white/gold UI. Include responsive sizing and touch-friendly click/tap interaction; on coarse/touch devices keep the compact HUD treatment and allow the game’s top-down controls to work with touch input.