Arcade › Last Light
Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Last Light yet. Play it, then tell the creator what you would add next.
Last Light was built 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 browser-playable 3D top-down survival shooter titled “Last Light.” Use Three.js-style rendering with an orthographic camera looking straight down at a dark rectangular arena, with the camera following the player so the player stays near screen center. The scene should have a nearly black navy background and fog, a dim blue-gray ambient/moon lighting setup, and a large dark teal ground plane overlaid with a subtle square grid. Scatter roughly 28 low, dark rectangular debris/building blocks around the arena, avoiding the player’s starting area; they are visual obstacles/cover only and do not need collision behavior. The player is a small cyan/blue humanoid or simple capsule-like character starting near the lower-center of the arena. Show a translucent cyan circular marker beneath them. The player can move in four directions at 4.4 world units per second using WASD or arrow keys; clamp movement to the rectangular arena bounds (approximately x -20 to 20 and z -12 to 12). Aim toward the mouse/touch pointer on the ground, rotate the player to face that direction, and support pointer click or Space to fire. Each shot consumes one round from a 12-round magazine/capacity, has a short 0.22-second cooldown, and creates a small glowing yellow projectile traveling in the aimed direction at high speed. Projectiles disappear at arena bounds or when they hit a zombie. There is no reload mechanic in the implemented game. Spawn hostile zombies as reddish/maroon humanoids or capsule-like fallback characters. Begin with seven zombies placed in a ring roughly 10–18 units from the player, then continuously spawn more from around 15–20 units away, with at most 22 active. Each zombie has one hit point, moves directly toward the player at a slightly varied speed of about 0.65–1.1 units per second, and rotates toward its movement direction. When within about 1.3 units, it attacks on a 0.7-second cooldown and removes 8 health. A projectile hit kills a zombie, removes it, increments kills, and adds 100 score. Continue spawning faster over time, with the HUD wave label defined as 1 plus the integer number of elapsed 25-second intervals; this is a display value rather than a separate wave transition system. Add a flashlight/lamp system central to the survival theme. The lamp is initially ON and projects a warm pale-yellow spotlight from above the player toward the aim direction, with a translucent pale-yellow cone/fan visibly extending ahead of the player. Toggling the lamp with F or the mobile LAMP button turns both the spotlight and cone on/off. While on, the battery starts at 100 and drains at 1.25 units per second; at zero it automatically turns off. The lamp light should contrast with the cold blue ambient moonlight and dark fog. Health starts at 100; when it reaches zero, stop gameplay and display the large centered message “THE NIGHT WON,” along with a visible “Restart night” button that reloads/resets the game. Build the HUD as fixed, translucent very-dark panels with thin blue-gray borders and rounded corners. At top left show “LAST LIGHT” in bold spaced uppercase lettering and the subtitle “Survive the dark.” At top right show live lines for “WAVE [number] · KILLS [number]” and “AMMO [current]/12,” followed by a pink/red HEALTH horizontal bar and a yellow/pale BATTERY horizontal bar. Keep the HUD readable over the dark arena. At the bottom center show the hint text: “WASD / arrows move · mouse aims · click or Space fires · F toggles flashlight”. On narrow/mobile screens, show bottom-left touch controls: four directional buttons (up, left, down, right), FIRE, and LAMP; buttons should be dark rounded rectangles with pale text and a cyan active state. Hide these touch controls on wider desktop screens. Use responsive sizing and safe-area-aware spacing. Keep the overall style minimal, moody, neon-accented, and low-poly: black/navy night, faint teal grid and silhouettes, cyan player, maroon enemies, yellow bullets/lamp, pink health bar, and warm battery bar.