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The Last One

  • 3d
  • third-person
  • survival
  • zombies
  • scavenging
  • low-poly
  • arcade
0
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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. John McCall built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about The Last One yet. Play it, then tell John McCall what you would add next.

Make your own game

The Last One was built by John McCall 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 One 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 One

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.

Recreate “The Last One” as a short third-person 3D survival/scavenging game in a foggy, low-poly abandoned roadside settlement. Use a muted green/gray daylight palette, soft haze, shadows, and a dark translucent HUD. The camera should follow the survivor from behind at an elevated third-person angle, with a controllable character centered in the world. Build a broad flat grassy ground plane crossed by a dark paved north/south road and a smaller crossroad with sparse yellow lane markings. Dress the scene with low-poly Kenney-style assets: three houses around the camp/settlement, two abandoned trucks acting as blockers, fortified fence pieces enclosing the camp near the southern end, and tall conifer trees around the perimeter. Add subtle floating dust motes and directional/hemi lighting.

The player is a low-poly animated survivor starting at the camp near the southern end of the road, initially at the extraction area. Give the survivor a visible melee weapon/machete during play. Support movement with WASD and arrow keys; use a third-person touch joystick automatically on mobile. The movement should feel like a normal walk/run character controller with camera-following third-person controls. Support melee attack with F, Space, or a large on-screen Attack button. Attacks have a brief cooldown and a short forward-facing melee range, hitting up to two nearby infected in front of the player; show a swing animation/weapon motion and a “Swing missed” feedback message if nothing is hit. Support healing with H or an on-screen Heal button: spend one medkit to restore 42 health, but do nothing useful if already at full health or show that there are no medkits. Start the player at 100 health with 1 medkit.

The core objective loop is: begin in the survivor camp, search the settlement for exactly four floating supply caches, survive infected attacks, and return to camp. Place the four small glowing/bobbing brown-and-gold supply crates at distinct locations around the map: roughly west/south, east/south, west/north, and east/north of the camp. Automatically collect a cache when the player comes within close range. Each cache adds 60 score, increments the supplies counter, disappears, displays “Supply cache secured,” and spawns a wave of 2 plus the number already collected infected; make the later waves boosted/tougher from the third cache onward. Place two small glowing white medkit pickups with red crosses at fixed settlement locations; collecting one automatically adds a medkit and 15 score. Defeated infected can also have a chance to drop a medkit.

Spawn animated low-poly infected/zombie characters at distant points around the settlement. At game start spawn three regular infected. They should navigate directly toward the player, play walk/run animations while farther than about 1.5 units, and attack at close range about every 1.15–1.5 seconds, dealing roughly 8–11 damage. Regular infected have about 50 health and move around 2.1–2.45 speed; boosted finale infected have about 70 health and move around 2.9–3.15 speed. The survivor’s melee hit deals 34 damage, causes a hit reaction, and a defeated infected plays a death animation, sinks/gets removed after a short delay, awards 30 score, and may drop a medkit. Show nearby threat text such as “The road is quiet — for now,” “N infected closing in,” or “Swarm pressure rising — N nearby.”

After all four caches are collected, activate the extraction beacon at the camp: show a cyan translucent circular pad/ring about 3.3 units in radius, a short dark beacon pole and a pulsing cyan light, display “Beacon online — get back to camp,” and spawn five boosted infected. The player must stand inside the beacon ring to hold extraction. While inside, count down from 18 seconds to zero; update the objective with the remaining time, keep spawning two boosted infected roughly every 3.1 seconds, and continue the fight. If the player leaves the ring, pause the countdown and spawn one boosted infected about every 4.8 seconds until they return. Win when the player remains in the ring until the timer reaches zero; show an end overlay with “Extraction complete,” “You made it out,” the final score, and text saying the convoy answered the beacon. Lose immediately when health reaches zero; show “Run lost,” “The infected got you,” the final score, and a Play Again/restart button.

Create a polished start screen before play: full-screen darkened overlay over the settlement, subtitle “ORIGINAL SURVIVAL GAME INSPIRED BY POST-APOCALYPTIC ROAD STORIES,” large uppercase title “THE LAST ONE,” copy explaining the four caches/infected/extraction goal, instruction cards for Move, Attack, and Heal, and a green primary “START RUN” button. After starting, show a mobile-friendly HUD: health bar at upper left, chips for “Supplies 0 / 4,” “Medkits 1,” and “Score 0,” an Objective card, a Threat card, a lower-left control hint, and lower-right Attack and Heal buttons. Use dark translucent panels, thin subtle borders, off-white text, muted gray secondary text, gold accent text, red/orange health bar, and green/cyan safe/extraction accents. Display centered temporary toast messages for pickups, healing, damage, kills, and beacon activation. Make the game responsive to desktop and mobile aspect ratios and provide a restart action after either outcome.

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