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The Last Decision

  • interactive-fiction
  • branching-narrative
  • horror
  • mystery
  • choice-driven
  • cinematic
  • mobile-friendly
  • surreal
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ahmad Rifai built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

The Last Decision was built by Ahmad Rifai 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 The Last Decision 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 The Last Decision

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 cinematic, mobile-friendly branching narrative decision game titled “THE LAST DECISION.” It should be a playable choice-driven horror/mystery, not an action game. Use a full-viewport dark interface with a nearly black navy background, faint blue and red radial glows, drifting tiny dust/star particles on a canvas, subtle animated film grain, a heavy vignette, and thin black letterbox bars at the top and bottom. The visual language is polished glassmorphism: translucent blue-black panels, fine pale-blue borders, soft shadows, restrained blue/red/gold accent colors, and serif typography for major titles and scene headings. The tone is tense, surreal, nocturnal, and minimalist; do not use external art assets—represent each scene with abstract gradients and a large, faint centered symbol/icon such as a phone, eye, door, clock, camera, key, mirror, or loop symbol.

The title/menu screen should center a slowly pulsing abstract orb made from concentric glowing blue and red rings. Below it show the eyebrow “A BRANCHING NIGHT OF CONSEQUENCE,” the large two-line title “THE LAST DECISION,” and the tagline “Every choice leaves a trace.” Provide vertically stacked buttons: “START GAME,” “CONTINUE,” “ENDINGS COLLECTION,” “HOW TO PLAY,” and “SETTINGS.” Include the small footer “A cinematic decision game · no two nights are the same.” Buttons are dark translucent rectangles with uppercase letter spacing; the primary Start Game button has a blue-to-muted-red gradient. Continue loads a locally saved run if one exists. The collection screen shows “Endings Collection,” a discovered count such as “0 of 12 discovered,” a Back button, and a responsive grid of 12 ending tiles. Locked tiles say “ENDING #XX,” “??? — LOCKED,” and “Make another decision.” Unlocked tiles show their ending name and description.

When Start Game is pressed, show a centered blurred modal over the game screen. The modal says “THE NIGHT BEGINS,” displays a large serif “03:17,” then “Your phone vibrates.” Explain: “For a moment, the room is completely still. Then the screen lights up with a call from a number you do not recognize.” Show “UNKNOWN NUMBER / Incoming Call...” and two large choices: “ANSWER” and “DECLINE.” Answer should begin at the door scene; Decline should begin at the CCTV scene. The opening choice counts as the first decision: answering raises trust and declining raises fear/evidence, and both advance the time to 03:18.

The game screen should have a top status bar with TIME (starting at 03:17 AM), SCENE number, and DECISIONS count, plus a thin horizontal progress meter that fills based on decisions. Below, show one large scene card occupying most of the viewport. Its upper visual region uses that scene’s abstract radial-gradient background and faint large symbol; its lower region contains a small gold uppercase kicker, a large serif title, and atmospheric story text. Story text can contain emphasized italic-like lines. Under the card, show two or three large clickable choice buttons, each with a gold numeric marker (“01”, “02”, etc.) and a plain-language action label. On selection, briefly brighten/fade the selected button, play a very subtle short synthesized beep, update the hidden narrative variables, then transition to the next scene after a short delay.

Implement a directed branching graph of surreal nighttime scenes with the following actual story content and choices. The game begins with the unknown 03:17 call: “The number has no country code. No name. Just a faint sound on the other end — three taps, then your own breathing.” Answer leads to “THE FIRST SOUND / Someone is standing outside your door,” where choices are ask who it is, turn off every light, or look through the peephole. Declining leads to “THE FEED / CCTV shows something strange,” where choices are rewind footage, call the building manager, or cover the camera. Continue branching through scenes including: the knock coming from inside and a voice saying “I know”; a peephole revealing a second hallway; changing voices and “You have four minutes”; a blackout with something dragging across the ceiling; a hallway longer than it was, with an open room locked since moving in; footsteps in a nonexistent upstairs; a delayed reflection; a key with the player’s initials; a changing family photograph; a negative reading “Evidence is not the same as proof”; stopped clocks and a notification from the player; backwards CCTV showing the player tomorrow; an unknown woman warning that the player must decide whether to trust the person in the room; a locked room with a box labeled with tomorrow’s date; a wall mark saying “You have done this before”; recordings with a child whispering “Do not trust the first answer”; a figure wearing the player’s coat asking for the phone; the same number appearing everywhere and answering in the player’s voice; a burning photograph showing a red door; a self-message saying “When the lights return, do not look at the window”; a window map pin moving to the window; a clock breaking upward to reveal a photograph; a looped hallway and fresh tea; a manager claiming the apartment has been empty for six months; a woman waiting at the end of the street and asking the player to bring the key; a box containing the player’s missing week; a dead TV showing the player and one minute in the future; an attic filled with familiar objects never owned; a reflection writing “TRUST?”; a figure taking the phone; a blue/red choice room; a reply from the future self; an empty street with the player watching from a lit window; contradictory messages from a friend outside; ash spelling a childhood address; a camera saying “Smile. This is the part you remember”; tea triggering a memory; a former tenant’s voice memo; a future self pointing behind the player; a birthday card from the player as a child; a woman explaining the key was made for the player’s door; a red door opening into the apartment at 03:17; a final silent house; betrayal by a trusted friend; a last door opening into the photographed room; a final decision among phone, door, and window; and a wrong door that resets the room to 03:17. Preserve the eerie, ambiguous writing and the meaningful action labels, with multiple routes converging on final scenes.

Track narrative state invisibly and let choices modify: decisions, trust, fear, evidence, time, courage, suspicion, relationships, a flags list, and a history of selected scenes/choices. Time is displayed as 03:17 plus accumulated time in minutes. Some actions add evidence, courage, trust, fear, suspicion, or relationship points, and specific choices set flags such as “selfMessage” and “redDoor.” Persist the current run and unlocked endings in browser local storage. “Continue” should restore the saved current scene and state. At the end, show a large ending overlay with an ending number, ending title, description, three stats (Decisions, Evidence, Time survived), and a shareable result sentence such as “I reached Ending #XX in THE LAST DECISION. I made X decisions. Can you discover a different ending?” Include buttons for “PLAY AGAIN,” “TRY ANOTHER PATH,” “SHARE RESULT,” and “COPY RESULT.”

There are exactly 12 collectible outcomes selected from the final state, with these names and themes: THE SURVIVOR (high courage, limited fear), THE TRUTH (high evidence and suspicion), THE LOOP (long time with low evidence), THE UNKNOWN (high fear and low trust), THE BETRAYAL (negative relationships with sufficient trust), THE ESCAPE (high courage and quick run), THE TRAP (high suspicion and lower evidence), THE DETECTIVE (very high evidence and courage), THE SILENCE (few decisions and low trust), THE LAST MESSAGE (selfMessage flag plus evidence), THE WRONG DECISION (redDoor flag plus fear), and THE PERFECT DECISION (high evidence, courage, and trust). Evaluate these in a fixed priority order so one run resolves to one ending, then unlock that ending in the collection. If no condition is met, fall back to THE WRONG DECISION. The How To Play modal should explain that every choice changes Trust, Fear, Evidence, Time, Courage, Suspicion, and Relationships and that the full story is spread across many paths. The Settings modal should state that progress, discovered endings, and settings are stored locally, audio is optional and begins after interaction, and no account is required. Add copy/share fallback messaging, but keep all interactions tap/click based and responsive: on narrow screens stack the choice buttons vertically, while on larger screens use a two-column choice layout.

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