Appearance
Arcade › Last Light
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jose Manuel 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 Jose Manuel what you would add next.
Last Light was built by Jose Manuel 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 survival shooter titled “Last Light.” Use a dark, atmospheric square arena viewed from an elevated third-person/top-down camera that follows the player, with a near-black blue-gray background, subtle fog, and a large square floor covered by a fine glowing/dim grid. The arena should feel sparsely lit and dangerous: use cool moonlight/ambient lighting plus a warm player-mounted spotlight/flashlight aimed in the player’s facing/shooting direction, making most of the scene very dark beyond the light. Add soft shadows. The player is a small armed survivor character placed near the front/center of the arena, initially around the bottom side of the play space. Use a low-poly human character carrying a gun if available; otherwise use a simple blue-gray low-poly cylindrical survivor avatar. Move with WASD (and support a virtual joystick/touch movement on mobile). Aim with the mouse or touch drag: project the pointer onto the ground and rotate the player toward that point. Click/tap FIRE to shoot; on mobile show a circular red FIRE button at the lower-right. Press R to reload. The core objective is to survive by killing approaching zombies. Begin with Wave 1, 6 zombies distributed around the arena edges, approximately at positions around the four corners/sides and farther north/south from the player. Zombies are low-poly humanoid models with a walking animation, move directly toward the player, and turn to face their movement direction. Each zombie has 2 hit points and disappears when killed. When every zombie is dead, immediately advance the wave counter and respawn six stronger-positioned/repositioned zombies around the outer area; continue this loop indefinitely. Zombies move faster when within roughly 5 world units of the player, and when within close melee range they periodically damage the player for 8 HP about every 0.65 seconds. End the game at 0 HP with a centered game-over panel reading “You Died,” showing the score and the instruction “Reload and try a tighter route.” Include a Restart button that reloads/restarts the game. Give the survivor 100 HP and a 12-round magazine. Each shot consumes one round and has about a 0.28-second cooldown. A shot travels in the player’s aimed direction and hits at most the first zombie in a narrow forward cone (approximately 8 world units range and dot-product threshold 0.88); two hits kill a zombie and increase the score by 1. If the magazine is empty, automatically begin reloading; pressing R also reloads when not full. Reload takes about 1.1 seconds, during which shooting is disabled and the HUD ammo value displays an ellipsis; then restore the magazine to 12. Do not add pickups, weapons, special abilities, or other invented mechanics. Place six simple square cover obstacles/barrels in the arena at fixed scattered locations: roughly (-6,-5), (6,-4), (-7,2), (7,5), (-3,-8), and (4,9). They should be low-poly brown crates/barrels or box-like cover objects, cast shadows, and remain solid visual obstacles (the original behavior does not require complex collision). Add a subtle blood stain near the arena center as environmental detail. Use a clean minimal HUD over the canvas. At the top-left show a rounded dark translucent panel labeled “LAST LIGHT” in uppercase. At the top-right show a matching panel with “Ammo 12 · Wave 1 · HP 100,” using bright white bold numbers and muted gray labels; update ammo, wave, and HP live. At the bottom center show the small hint: “WASD / joystick to move · aim with mouse or drag · click / FIRE to shoot · R reloads”. On small screens show the FIRE button and retain responsive compact HUD panels. Keep the visual style low-poly, cinematic, sparse, and extremely dark with blue-black grid lines and faintly colored character/enemy silhouettes.