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Arcade › Last Shadow
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ahmed Mousa built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Last Shadow yet. Play it, then tell Ahmed Mousa what you would add next.
Last Shadow was built by Ahmed Mousa 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 Shadow 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 landscape-only 3D third-person survival shooter called “Last Shadow,” with a dark futuristic HUD and an Egyptian/fantasy Shadowlands arena. Build the complete launch flow: first show a nearly black splash screen with the large glowing cyan/white title “LAST SHADOW” and subtitle “OFFLINE SURVIVAL PROTOCOL,” then show a second black credit screen reading “Created by Ahmed Mousa Ali Mousa.” After about five seconds total, show an Activation Gate. Require the numeric purchase code 88679957; an incorrect code displays “Invalid activation code” and shakes the field, while the correct code unlocks the game and stores activation locally. Then show a local-only Shadow Profile screen with callsign/name, password, Male/Female selection (Male selected initially), and an Enter Lobby button. Save the profile locally so later launches return to the lobby and display a personalized welcome message. The lobby is a centered glassy dark-blue panel with cyan borders and neon styling. Display “Last Shadow,” “EGYPTIAN SHADOWLANDS // OFFLINE,” persistent currencies SHADOW and LIGHT (initially 0), and rank Bronze. Include Start Game and HUD Settings buttons, and text indicating an infinite offline loop, 99 simulated opponents, and a procedural safe zone. Start Game should show a 3-2-1 countdown before entering the match. HUD Settings should allow changing HUD opacity and button size and save those settings locally. The match is a real-time Three.js-style 3D arena viewed in third person by default. Use a dark blue-green sky/background with fog, a broad circular brown outer ground and green circular playable ground, soft shadows, warm directional sunlight plus cool hemisphere lighting, and scattered dark low-poly dodecahedron rocks as cover. Place an Egyptian/fantasy temple landmark toward the back-left of the arena. Surround the playable area with a bright cyan glowing circular safe-zone ring. The player begins near the front edge of the arena at approximately (0, 0, 10), represented by a compact dark sci-fi armored capsule body with a glowing cyan visor and an attached futuristic assault rifle. Spawn many simple simulated opponents around the arena: capsule-like humanoid bodies in dark gray or muted red, with tan spherical heads; they slowly wander/rotate procedurally. Although 24 bot meshes are visibly spawned, the HUD starts at ALIVE 99 to represent the simulated battle-royale population. Use standard third-person movement controls with keyboard/mouse or equivalent virtual controls: movement, camera control, and jumping with gravity. Include a perspective toggle that switches between TPP and FPP; in FPP hide the player model and use a wider field of view, while TPP shows the player and uses the normal narrower field of view. Include ADS, which narrows the camera field of view substantially and changes its button text to “ADS ON,” then toggles back. Add a centered white glowing crosshair, a circular minimap at upper-left with a cyan rim and a red marker, and a kill/event feed at upper-right. The in-match HUD should be a transparent dark glass overlay. At top-left show ALIVE 99, a two-minute ZONE timer, and RANK Bronze. At top-right show SHADOW, LIGHT, and a TPP/FPP perspective button. At bottom-left show HEALTH with a red-to-gold bar and numeric value starting at 100, plus BOOST with a cyan-to-green bar starting at 0. At bottom-right provide large touch-friendly controls labeled FIRE, ADS, RELOAD, JUMP, CROUCH, and BAG. FIRE only works during a match: select a living bot, mark it invisible/dead, increment kills, reduce the alive counter, grant 15 Shadow, persist the Shadow total locally, and prepend an elimination message such as “Eliminated bot_X” and “+15 Shadow” to the feed. RELOAD prepends “Magazine refreshed.” CROUCH prepends “Crouch stance engaged.” BAG prepends exactly an inventory summary like “Inventory: AR-2 • 30 rounds • Bandage x3.” These buttons can be usable touch controls as well as clickable desktop controls. Run the match timer down from 120 seconds. The cyan safe-zone ring should shrink over time from roughly radius 20.5 toward a minimum of about 22 percent of that radius, and the HUD timer should count down. After 18 seconds, intermittently apply gradual zone pressure damage, never lowering health below 15, and prepend “Zone pressure detected” to the event feed. End the match if the alive count reaches 1 or after 180 seconds. On match completion award 250 Shadow, update/persist the total, keep rank Bronze until Shadow exceeds 1000 (Silver above 1000; otherwise Bronze, with the implemented threshold behavior), hide the 3D canvas and HUD, return to the lobby, and show a message such as “Match complete — N eliminations. +250 Shadow. Start another drop.” Keep the visual style consistent: black/navy backgrounds, cyan neon highlights, gold Shadow currency, red health/warnings, rounded panels, subtle glow, and a polished sci-fi survival-game interface. Force portrait devices to show a centered “ROTATE YOUR DEVICE / LAST SHADOW IS LANDSCAPE ONLY” notice instead of the game.