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The Last One

  • 3d
  • third-person
  • survival
  • zombies
  • horror
  • action
  • collectathon
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.

Create a playable 3D third-person survival game titled “The Last One.” The player controls a lone female survivor in an overgrown, abandoned city block and must recover six glowing supply caches, then reach the extraction gate before infected zombies overwhelm her.

Use a fixed-size square urban play space about 84 by 84 units, viewed with a third-person perspective camera roughly 6 units behind the player. The environment is a stylized, softly lit low-poly city scene: muted blue-gray sky/background, green-gray fog, grassy ground around a dark asphalt north-south road, a wider cross street, pale road stripes, raised gray sidewalks, and invisible boundary walls keeping the player inside. Place six large commercial-style buildings around the perimeter and mid-block, several abandoned sedans and vans, rows of orange construction barriers, and many scattered overgrown bushes. Include a rusty fire barrel with a warm orange glow/light near one side of the block. Use directional sunlight, soft shadows, green ambient fill, and a subdued mossy survival-horror palette.

The survivor starts near the south end of the main road at approximately (0, 0, 28), facing toward the city. Use an animated casual female character model with idle, walk, run, jump, punch, victory, and defeat animations. Movement should be third-person WASD or arrow-key movement, with mouse controlling the look/camera, Shift for sprint, and Space for jump. Also support mobile/touch action controls. The player has 100 health. The camera follows the player smoothly and the character turns to face movement/camera direction.

Place exactly six collectible supply caches at these approximate positions: (-18,19), (17,22), (12,-8), (-16,-5), (-1.5,7), and (0,-22). Each cache is a small lime-green crate with a pale green translucent vertical beacon; make it gently bob and rotate so it is easy to identify. Automatically collect a cache when the player comes within about 1.3 units. The HUD objective begins as “Find supplies” with “0 / 6 recovered,” and updates as caches are collected. After all six are recovered, turn on a visible green extraction beacon.

Put the extraction gate/pad at approximately (0,-33): a dark green circular pad, a bright green torus ring, and a tall translucent green beam that is hidden until all six supplies are collected. Once extraction is open, change the objective to “Reach extraction,” status to “Extraction live,” and win when the player comes within about 1.65 units of the pad. Show a victory overlay saying “You made it,” “Extraction reached,” and explaining that the supplies were pulled out and the survivor lived to tell it.

Populate the block with five initially active infected male zombies at approximate spawn points (-30,20), (26,24), (-26,-6), (20,-12), and (0,-28). Zombies use animated walk, run, idle, receive-hit, and death animations. They wander locally when more than about 12.5 units from the player; when closer, they pursue directly at about 2.2 units/second, turn toward the player, and attack automatically when within about 1.45 units. Each hit removes 12 health and has roughly a 0.92-second attack cooldown. Show a brief hit effect/message such as “An infected got through.” Spawn additional zombies periodically while the game is active, up to a maximum of nine total active/dead instances, with spawn timing around 5.5–10 seconds and slightly faster timing as supplies are recovered. The HUD threat label should read “Threat low,” “Threat medium,” “Threat high,” or “Threat swarming” according to the number of living zombies.

The player attacks with a short-range forward melee swing. Press F on desktop or tap the “Attack” button on mobile. Trigger a punch animation with about a 0.42-second lockout; hit zombies within about 2.35 units and in the forward-facing arc. Each hit deals 55 damage, so a zombie dies after two successful strikes. Dead zombies play a death animation and remain visibly fallen. Display a brief pale attack arc/swing effect and play light impact audio. The player can also press Q or tap the “Light” button to toggle a forward-facing flashlight/spotlight. The flashlight should illuminate a cone ahead of the survivor, and the HUD should say “Flashlight on” or “Flashlight off.”

Use ambient footstep, impact/hit, and pickup sounds. Play footsteps periodically while moving, a pickup sound when collecting supplies, and impact sounds for attacks and zombie hits. Give short center-screen message notifications such as “Find the supply caches and get out,” “Supply recovered — 1/6,” “All supplies recovered. Reach the extraction gate!”, and “More movement in the streets.”

Build a clean dark translucent HUD over the game. Across the top, show three rounded glassy panels: left panel labeled HEALTH with a large current health value and threat line; centered panel labeled OBJECTIVE with the current objective and recovered count; right panel labeled STATUS with Searching, Extraction live, Escaped, or Down plus the flashlight state. Put touch buttons at the lower right labeled “Attack” and “Light.”

Before play, show a dark green/black loading overlay and then a centered introduction card titled “The Last One,” with eyebrow “Original survival slice,” the description: “Move through an overgrown city block, recover six supply caches, then reach the extraction gate before the infected drag you down.” List the controls: WASD/arrows to move, mouse to look, Shift to sprint, Space to jump; F or Attack to swing; Q or Light to toggle the flashlight. Include a green “Enter the city” button. Hide this overlay when starting. If health reaches zero, stop gameplay and show a defeat overlay with eyebrow “Run over,” title “You were overwhelmed,” and text encouraging a tighter route and careful flashlight use, plus a “Run it again” restart button. Keep the overall presentation atmospheric but readable: rounded translucent near-black panels, pale gray/white typography, muted green accent lighting, and a bright lime-green start button.

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