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Last Light Island

  • 3d
  • survival
  • gathering
  • low-poly
  • third-person
  • timed
  • arcade
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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. It was built 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 the creator what you would add next.

Make your own game

Last Light Island 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 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 playable third-person 3D survival game titled "Last Light Island". Use a low-poly, stylized island scene viewed from behind and slightly above the survivor, with a follow camera at roughly 9 units distance. The world is a small circular island surrounded by a broad ocean: a tan sand cylinder roughly 26–31 units wide forms the lower island, topped by a smaller green grass cylinder roughly 21.5–25 units wide. Place the island over a large flat teal-blue ocean. Use soft shadows, atmospheric fog, warm daylight, and simple low-poly materials. The scene should feel calm but time-pressured, with a dark blue-green background/ocean and warm yellow sunlight.

The player is a simple stylized survivor made from a red-orange capsule-like body and a peach spherical head, starting near the island’s edge at approximately (0, 0.72, 8). Allow movement with WASD and arrow keys using third-person controls; the player can move around the island and jump if supported by the controller. Keep the camera following the player. The core interaction is gathering nearby resources: when the player is within about 2.8 units of a resource, show a contextual hint and pressing E gathers it. Each resource disappears permanently when gathered. If no resource is close, show "Move closer to a tree or bush" when E is pressed.

Scatter six tree objects around the island at positions approximately (-10,-3), (-5,-8), (7,-6), (12,2), (-14,6), and (5,12), and treat each tree as one wood resource. Scatter five bush objects at approximately (-7,4), (2,-11), (10,8), (-13,-4), and (14,-7), and treat each bush as one food resource. Also place five non-collectible rocks at approximately (-17,-10), (16,-2), (-4,15), (18,10), and (-18,4). If the player tries to gather a rock, display "That rock is too stubborn" and do not change the counters. Use recognizable low-poly tree, bush, and rock props.

Place a campfire near the island center at (0, 0.66, -2), consisting of a dark brown low cylindrical base and a bright orange emissive cone flame. Add a warm point-light glow and subtly animate the flame scale and light intensity so it flickers. The campfire is decorative and does not otherwise alter the rules.

The player begins with Wood 0/8, Food 0/5, Hunger 100%, and 75 seconds of daylight. Wood increases by one per gathered tree, and food increases by one per gathered bush. Gathering food restores 24 hunger, capped at 100. Hunger continuously decreases by 0.7 per second. The countdown continuously decreases during play. When fewer than 25 seconds remain, label the timer "Nightfall" instead of "Daylight" and make the contextual guidance warn "Night is coming — gather fast" when no resource is nearby. At the end of the 75 seconds, the player wins only if Wood is at least 8, Food is at least 5, and Hunger is still above 0; display "You made it through the night!" and "Island secured — tap Restart to play again". Otherwise display "The night won. Gather more next time." and "Press R or tap Restart". If hunger reaches zero before time runs out, end the game with "You ran out of food." The game must stop updating gameplay after a win or loss.

Build a minimal HUD over the 3D scene. In the upper-left, use a translucent dark rounded panel with a thin muted border, cream text, and a gold uppercase title "LAST LIGHT ISLAND". Show two lines of counters exactly in the spirit of: "Wood: 0/8   Food: 0/5" and "Hunger: 100%   Daylight: 75s"; update values live and round hunger down/up to a whole-number display. At the bottom center, show a dark translucent pill containing the controls and objective: "WASD / arrows to move · E to gather nearby resources · collect enough before night". While near a tree or bush, replace it with "Press E to gather wood" or "Press E to gather food". Show short temporary centered messages for gathering, such as "+1 wood" or "+1 food". Put "Survive until dawn" in small text at bottom-right. Keep a Restart button hidden during normal play, then show it after win or loss; it should reset the game. Also allow R to restart after game over. Use a dark navy page background, system sans-serif typography, rounded HUD panels, and responsive layout; on touch-sized screens hide the small help label and move the bottom hint upward to avoid controls.

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