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Last Light Island

  • 3d
  • survival
  • gathering
  • mobile
  • timed
  • low-poly
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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. Muhammadxo'ja Kimyozazarov built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Last Light Island yet. Play it, then tell Muhammadxo'ja Kimyozazarov what you would add next.

Make your own game

Last Light Island was built by Muhammadxo'ja Kimyozazarov 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 Island 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 Island

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 mobile-friendly third-person 3D survival-gathering game titled “Last Light Island.” The player is stranded on a small stylized low-poly island and must collect enough supplies before 90 seconds of daylight run out.

World and camera: Use a Three.js-like 3D scene with a perspective third-person camera following the player from behind and above at roughly 8 units distance. The world is a circular island: a broad tan sandy cylinder about 22 units in radius, with a smaller raised circular green-grass disk about 18 units in radius on top, surrounded by a large shallow blue ocean disk. Use a bright blue daytime sky with atmospheric fog, soft shadows, a warm directional sun, and cool ambient/rim lighting. Over the 90-second countdown, interpolate the sky and fog from daylight blue toward dark navy/purple, and gradually reduce the sun and ambient light so the island visibly transitions toward night.

Player: Represent the avatar as a simple stylized human made from primitive shapes: a skin-colored capsule-like body/head, a dark blue rectangular shirt, and a small brown backpack. Start the player near the front/southern side of the island at approximately (0, 0, 7). Provide third-person movement using an on-screen virtual joystick on touch devices, with keyboard/controller movement as supported by the platform. Movement speed is about 6; retain ordinary third-person traversal and optional jump behavior from the movement controller, but do not add combat or unrelated abilities. Keep the player constrained to the playable island area.

Resources and layout: Scatter interactable low-poly Quaternius/Cube World-style trees, bushes, and loose logs around the grassy island. Trees and logs count as wood; bushes count as food. Place about 16 wood resources and 8 bushes in a broad ring and inner spread, including trees around positions such as (-10,-5), (-6,-12), (1,-13), (9,-8), (13,-1), (10,7), (4,12), (-6,11), (-13,5), (-14,-3), (-3,-3), and (6,1), plus loose logs near (-2,3), (5,-5), (12,-4), and (-9,-9). Place bushes around (-11,1), (-7,6), (-2,12), (3,8), (8,10), (13,4), (-14,-8), and (2,-8). Give resources simple collision/proximity interaction: when the player is within roughly 3.2 units of the nearest still-active resource and presses Gather, remove that resource from the scene and increment its corresponding counter. If no resource is close enough, show a temporary message telling the player to move closer to a tree or bush.

Campfire: Put a small campfire at the center/front area around (0,0,2), consisting of a brown stone/wood ring and a bright orange emissive cone-shaped flame. Animate the flame with a gentle vertical pulse and rotation. It is decorative and does not have a separate interaction requirement.

Objective and rules: The exact goal is Wood 6/6 and Food 4/4 before the 90-second daylight timer reaches zero. The player can gather wood from trees or logs and food from bushes, one unit per resource. Once both quotas are met, immediately end the game in a success state; do not require returning to the campfire. If the timer reaches zero before both quotas are complete, end in failure. Freeze gameplay after either ending.

HUD and visual UI: Overlay a dark translucent rounded panel at the upper left reading “LAST LIGHT ISLAND” and “Gather enough supplies before dark.” At upper right show “Daylight 90s” (counting down with whole seconds), “Wood 0/6 · Food 0/4,” and a horizontal progress bar that shrinks from full to empty as daylight expires, using a warm yellow-to-orange/red gradient. Near the bottom center show a rounded translucent hint panel reading “Move with the joystick. Walk up to a tree or bush, then tap GATHER.” Put a large circular orange GATHER button at the lower right, with dark bold text and a subtle border/shadow; pressing it performs the nearest-resource interaction. Also support the E key or Enter key for gathering.

End states: On success show a centered dark translucent banner with “YOU MADE IT THROUGH THE NIGHT” and the text “The fire is fed and your supplies are ready. The sea can wait until morning.” On failure show “THE ISLAND WENT DARK” and “You ran out of daylight. Gather faster next time.” Include a white “TRY AGAIN” button that reloads/restarts the game. Hide the Gather button after ending. Use clean system sans-serif typography, rounded panels, dark navy UI, and warm orange/yellow accents. Do not add enemies, weapons, health, scoring, crafting, inventory screens, or other mechanics not described here.

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