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Arcade › The Last One
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Nobody has said anything about The Last One yet. Play it, then tell John McCall what you would add next.
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.
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 a playable third-person low-poly survival game titled “The Last One.” The player controls an animated armed survivor on a compact ruined city street block, viewed from an over-the-shoulder third-person camera about 5.6 units behind the character. Use a desaturated post-apocalyptic look: gray-blue fog and sky, dark asphalt, damaged cracked street tiles, muted lighting, ruined block-like buildings along both sides, and Quaternius-style low-poly Zombie Apocalypse Kit assets. Include a cracked multi-tile street running roughly north-south, with a green shipping container on the west side, an armored pickup truck near the center, streetlights, a town sign, several barrels, and a small pistol prop. Keep the playable area bounded to approximately x=-16..16 and z=-22..22 by invisible collision walls, with collision around the truck and container. The survivor begins near the southern end at approximately (0, 0.6, 10), facing into the street. Use animated 3D survivor and zombie models with idle, walk/run, attack, hit-reaction, jump, and death animation states where available. The character should rotate toward movement and animate walking/running; crouch/stealth visibly lowers and vertically compresses the survivor. Core objective and loop: begin on a dark translucent start panel with the title, a short description about an abandoned street and infected closing in, a controls list, and an “Enter the street” button. Once started, collect exactly 3 supply caches, then reach the extraction flare at the far northern end of the street around (0, 0.05, -18) and press Use to escape. Place three chest-like supply caches at approximately (-12,0,12), (12,0,-12), and (9,0,16), each with a rotating pale-yellow circular ground glow. The player must be within about 2.3 units and press E or Use to collect; hide the chest and glow and increment the supplies counter. After all three are collected, make a cyan/blue extraction marker visible at the street end, change the objective to reaching the flare, and spawn one additional heavy infected near (0,0,-16). When close to the marker (about 2.4 units), show “Press E / Use to extract”; pressing Use wins the run. Spawn four infected at roughly (-10,0,-16), (12,0,-8), (8,0,12), and (-8,0,18). Three are basic zombies with speed about 1.7 and 3 hit points; one is a heavier/chubby zombie with speed about 1.35 and 4 hit points. They idle until the survivor enters a detection radius of 13 units, or until any supply has been collected; stealth reduces the detection radius to 7.5 units. Chasing infected turn toward and move to the survivor, use run/walk animations, and attack at about 1.7 units. Their attacks have roughly a 1.05 second cooldown and deal 10 damage for normal infected or 14 for the faster late heavy infected. Give the player an initial four-second safety period before zombie attacks can damage them. Melee attack is a short forward cone: left click or Attack strikes infected within 2.5 units and roughly in front of the survivor, has a 0.7 second cooldown, removes 1 HP per hit, and kills basic zombies in 3 hits or heavy zombies in 4; dead zombies play a death/hit reaction and sink/remove after about 1.5 seconds. Show brief bottom-center feedback messages such as “Strike,” “Swing missed,” “Hit confirmed,” “Infected down,” “Supplies secured,” and “You got hit — keep moving.” Controls: WASD or arrow keys move using third-person controls; Shift sprints; mouse drag/click looks or rotates the camera; Space performs a hop/jump; left click or the Attack mobile button performs melee; E or the Use button collects caches and extracts; C or the Stealth button toggles crouch-walking and the smaller aggro radius. Provide mobile-friendly circular action buttons stacked at the lower right for Attack, Use, and Stealth. Avoid requiring a ranged weapon or ammo system; the pistol is only a static environmental prop. HUD: use a dark charcoal translucent, softly blurred panel at the upper left with the small spaced uppercase title “THE LAST ONE,” a bold objective line, and three stat cards labeled Health, Supplies, and Threats. Start at Health 100, Supplies 0 / 3, and Threats 4. Add a long rounded health bar below the cards with a red-to-gold-to-green gradient that shrinks with health. Keep the threat count equal to living infected. During stealth label the button “Stand”; otherwise label it “Stealth.” Update objective text through “Collect 3 supply caches,” “Press E / Use to collect supplies,” “Extraction flare lit — reach the street end,” “Reach the extraction flare,” “Press E / Use to extract,” and after success “You made it out alive.” On death, set health to zero, show a red damage/fog flash and the message “You were overwhelmed,” change the objective to “Run failed — restart the block,” and show a Restart run button. On successful extraction show “Extraction reached. Run complete.” and offer the same restart flow. Use a 60-degree perspective camera, soft shadows, ambient/hemi/directional lighting, fog beginning around 20 units and fading by about 68 units, and a subdued grounded survival mood.