Arcade › The Last Second
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The Last Second was built by number one for video with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
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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 Second,” designed for desktop and mobile portrait screens. Set the scene in a dark, stylized fractured futuristic city at night: a nearly black navy background with fog, a large dark ground slab, intersecting navy-blue road strips laid out as a grid of broken avenues, chunky rectangular time-wall barriers, and a few distant commercial city buildings. Use a clean low-poly/neon aesthetic with soft shadows, cool blue ambient and directional lighting, cyan rim light, and glowing cyan and magenta accents. The player is a small glowing cyan humanoid time-survivor at the center of the arena, represented by a rounded capsule body with a dark blue glowing visor. Use a smooth follow camera in third-person perspective, looking down from behind/above the character at roughly a 52-degree perspective angle. The player moves around the flat city arena with a virtual left-stick drag control on touch devices; support the movement system’s third-person movement and jumping behavior, and rotate the avatar toward its movement direction. Keep the player in an open arena bounded visually by the fractured roads, barriers, and buildings. The core rule is a 60-second countdown. Seven colored rival survivors begin around the player in a wide circle. They are simple capsule-like humanoids, each with a different bright color (pink, orange, purple, green, magenta, pale blue, or coral). Each rival circles the arena independently and has its own time supply, starting at approximately 60 seconds with small offsets and draining at slightly different rates. When a rival’s timer reaches zero it disappears and the “Rivals alive” count decreases. The player wins when all seven rivals have expired before the player’s own clock reaches zero. The player loses when their countdown reaches zero first. Do not add combat, weapons, health, or attacks: this is a time-management and movement survival game. Place eight collectible cyan time shards around the arena at varied positions. Each shard is a small glowing cyan octahedron floating over a thin cyan ring, rotating continuously and bobbing gently. When the player comes within approximately 1.35 world units, collect the shard, hide it permanently, increment “Shards banked,” and add one second to the player timer, capped at 60 seconds. Include four decorative objective cores elsewhere in the city: tall glowing pink hexagonal/cylindrical pillars with cyan rings at their bases. They are scenery only and are not collectible. Implement two time abilities. ECHO is available from a button at the bottom of the screen and with the E key. The game continuously records the player’s recent movement frames, retaining up to about six seconds. If enough movement has been recorded and no echo currently exists, ECHO creates a translucent purple/cyan ghost capsule that replays the recorded player path in the arena for about six seconds; it can be frozen/unfrozen with the Space key. Show a toast if the player tries to use it too early or while an echo already exists. REWIND is available from the adjacent bottom button and with the R key. If there is enough time and movement history, subtract three seconds and restore the player to the oldest recent position snapshot, approximately four to four-and-a-half seconds earlier. Show a toast if there is insufficient time/history. These abilities spend time rather than dealing damage. Build the HUD as translucent, rounded glass panels over the 3D view. At top left show the uppercase title “THE LAST SECOND” with LAST SECOND highlighted cyan and the subtitle “TIME WAR // 8 SURVIVORS.” Beneath it show “Rivals alive” with the current count highlighted orange, “Shards banked” with its count highlighted orange, and the hint “Find the cyan sparks.” At top right show a large rounded dark gradient clock panel with a cyan border/glow, the timer formatted to one decimal place and the label “SECONDS LEFT.” Make the timer turn red and pulse when below ten seconds. Near the lower center show a small dark pill reading “Drag the left stick to move • tap an ability to spend time.” At the bottom center place two large rounded ability buttons: purple-accented “ECHO” with “record 6s” below, and cyan-accented “REWIND” with “−3 seconds” below. Ensure buttons work reliably with touch/pointer input and are not blocked by the canvas. Display short rounded toast notifications for events such as “+1 second shard,” “Echo deployed — use it to bait rivals,” “Echo is already in the field,” “Record a little longer first,” “Personal Rewind: 4 seconds restored,” “Echo frozen,” and “Echo moving.” When the run ends, overlay the whole screen with a dark translucent blur and a centered rounded gradient card. For a win show “TIME WINS” and text explaining that every rival burned their last second; for a loss show “TIME ZERO” and explain that the clock hit zero before the city went quiet. Include a “RUN IT BACK” button that reloads/restarts the game. Use high-quality antialiased WebGL rendering, shadows, fog, ACES-like tone mapping, responsive resizing, and a portrait-friendly responsive layout. Preserve the sparse, moody composition from the reference: deep navy city geometry, luminous cyan player and pickups, colored rivals, strong rounded HUD typography, and generous empty dark space around the playfield.