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Arcade › Last Light Island
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Last Light Island was built by Alessan Gaming 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.
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 third-person 3D survival-gathering game titled “Last Light Island.” The player controls a simple stylized orange/tan humanoid capsule character wearing a flat yellow hat, starting near the front side of a small circular tropical island. Use an over-the-shoulder/third-person camera that follows the player, with WASD or arrow keys to move, Shift to run, Space to jump, and E to gather; also provide a large “GATHER” touch/button control at the lower-right for collecting. The scene should be low-poly and brightly stylized: a turquoise ocean surrounding a round island, a sandy tan outer island cylinder, a raised green grass disk, soft shadows, a pale cyan sky, light fog, and several simple palm trees. Place a central campfire at approximately the island center, made from dark stones/logs with an orange emissive cone flame and an eventually active warm point light. Scatter resource nodes around the grass: palm-tree wood resources with pale yellow gather rings beneath them, and compact dark-green berry bushes with visible red berries and pinkish gather rings. Palm trees and campfire pieces can be loaded as low-poly nature assets, while bushes, berries, rings, island, water, player, and fire can be primitive stylized meshes. The island should have wave-ring decorations in the surrounding water and readable tree/bush shadows. The core loop is time pressure. Start in a daytime phase with a 70-second countdown. The HUD must show a dark translucent rounded panel in the upper-left containing the yellow title “LAST LIGHT ISLAND,” subtitle “Gather before the sun disappears.”, counters “🪵 Wood 0 / 8,” “🍍 Food 0 / 6,” and a sun/time countdown, plus status text “Gather supplies before sunset.” and controls text “WASD / arrows move · Shift runs · E or Gather collects · Space jumps.” The exact code-defined resource layout has six wood/palm spots and six food/bush spots distributed around the island; gathering the nearest active node within about 1.65 world units hides it, increments the relevant counter, and displays a temporary centered dark message such as “+1 wood,” “+1 food,” “Move closer to a palm or berry bush,” or “Supplies ready — make it to the campfire.” Keep the displayed wood goal at 8 and food goal at 6, matching the original HUD and logic even though the fixed six wood nodes mean the wood requirement cannot actually be reached without extending the node count. After 70 seconds, transition to night: gradually lerp the sky/background and fog from cyan to very dark blue, dim the directional sun and hemisphere light, and turn on the orange campfire point light. If supplies are not ready, the game gives a short grace period and then ends in a loss with “The island went dark.” If supplies are ready, the player must remain within roughly 4.2 units of the campfire through a 25-second night; leaving the area shows “Get back to the campfire!” and remaining close until the timer ends produces a win message “You survived the night!” The HUD status should change appropriately between gathering, staying near the fire, warning, win, and loss states. Animate the flame with slight vertical flicker and rotation. Use soft PCF shadows, ambient hemisphere lighting, a warm directional sun, atmospheric fog, and a clean full-screen canvas with responsive HUD. The upper-right should contain a small dark translucent help box reading “Stay close to the campfire after dark. If your supplies are ready, survive the night.”