Appearance
Arcade › ZIV: THE LAST MISSION
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ziv Smolkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about ZIV: THE LAST MISSION yet. Play it, then tell Ziv Smolkin what you would add next.
ZIV: THE LAST MISSION was built by Ziv Smolkin 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 ZIV: THE LAST MISSION 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.
Create a playable browser-based third-person 3D action-adventure prototype titled “ZIV: THE LAST MISSION,” with the chapter/mission label “MISSION 1 — THE MESSAGE” and Hebrew RTL interface text alongside English HUD labels. Use a dark futuristic low-poly city at night: deep navy background and fog, blue/cyan emissive lighting, simple block buildings, a grid of broad dark roads, glowing building trim, four street lamps, and a small green park with three stylized trees. Use an over-the-shoulder/third-person camera following the player at about 7 units distance, with smooth WASD/arrow movement, Space jump, and Shift run. The player is Ziv, a small stylized 13-year-old boy represented by a simple blue blocky body/core, peach spherical head, dark backpack, and a glowing cyan wrist device. Start at the center of the city and show a small circular crosshair in the screen center. Implement the exact mission progression: begin with a full-screen dark blue/cyan glass-panel start overlay. Display the title “ZIV: THE LAST MISSION,” Hebrew subtitle “פרק 1 · העיר שנכבית,” a Hebrew description explaining that Ziv is a quick, smart 13-year-old with an energy blaster found at his father’s house, and a blue glowing “▶ התחל משימה” button. Include the prototype feature note about an opening sequence, small explorable city, NPC, puzzle, robot enemy, shooting, XP, and first upgrade. Clicking the button starts the game and hides the overlay, then play an opening sequence with timed dialogue panels: an unknown message saying “זיו, אם אתה רואה את ההודעה הזאת — הם כבר מצאו אותנו.”, Ziv asking “אבא? מה קורה פה?”, and NOVA saying “הפסקת החשמל היא רק ההתחלה. מצא את המסוף בכיכר.” The initial objective is “הפעל את המסוף בכיכר” (activate the terminal in the square). Place a blue-gray mission terminal at approximately (0, 1.2, -6), with a bright cyan screen. When the player is within about 4 units and presses E, award 20 XP, show a toast such as “המסוף נפתח: אות חירום זוהה,” and change the objective to “מצא את NOVA ליד המעבר המזרחי.” Place a loaded stylized character NPC called MAYA_NPC around (-4, 0, 2), representing NOVA’s location. Near her, pressing E within about 5 units advances the mission, awards 25 XP, displays NOVA’s warning “זיו, אל תסמוך על האורות. הם סורקים אותך.” and changes the objective to “נטרל את רחפן NEXUS עם הבלסטר.” Place one hostile robot scout named NEXUS_SCOUT_01 near (7, 0, 0). Make it a simple low-poly gray-blue block robot with a red glowing eye and a red glowing ring around its upper body. It has 60 HP, follows/chases the player when within 18 units, and damages the player at close range over time. The player has HP 100 and is reset to the starting location with full HP after dying. Let the player fire cyan glowing energy pulses with mouse click or F; each shot costs 4 ENERGY, travels forward from the player/camera direction, and deals 40 damage to a robot. Show a “PULSE FIRED” toast briefly and show “NEXUS SCOUT DISABLED · +30 XP” when it is defeated. Energy regenerates up to 100 over time. Pressing Q triggers an EMP burst costing 30 energy, temporarily disabling nearby enemies within 10 units, with an “EMP BURST — אויבים משותקים” toast. After the scout is disabled, pressing E near a generator/puzzle core at approximately (5, 0.8, 7) advances the mission. The core is a blue-gray rectangular object with a small red panel; there is no minigame—this is a proximity interaction presented as solving the generator puzzle. Award 50 XP, turn the panel green/cyan, show “חידה נפתרה · MASTER HACKER + XP,” and change the objective to “ברח לשער המערבי לפני שהרשת תתעורר.” Place a western exit portal/gate around (-6, 1.3, 20), visibly marked by a dark frame and bright cyan glowing opening. When the player gets within about 5 units and presses E, set the objective to “MISSION COMPLETE — THE NETWORK,” award 100 XP, display “MISSION COMPLETE · FIRST MISSION,” and play a final timed dialogue sequence: Ziv asks “מי בנה את כל זה?”, NOVA replies “זו לא מערכת של NEXUS. הם רק מנסים לפתוח אותה.”, then show the highlighted message “MISSION UNLOCKED: THE NETWORK.” Keep a persistent HUD in translucent dark glass panels with cyan borders and blue glow: top-left title “ZIV // THE LAST MISSION”; top-right mission panel with “MISSION 1 — THE MESSAGE,” current objective, and Hebrew control hint “WASD / חצים לתנועה · Space לקפיצה · Shift לריצה · קליק לירי”; bottom-left stats panel reading “HP 100 · ENERGY 100 · XP 0 · BLASTER,” updating live; a center crosshair; centered toast notifications; and bottom dialogue panels during cutscenes. Use responsive full-screen HTML/CSS UI, dark navy radial-gradient start screen, cyan/teal emissive accents, soft shadows, bloom-like glows, and a clean futuristic Arial-style font. Use simple low-poly geometry and Three.js-style lighting: hemisphere light, strong directional shadows, cyan point/rim light, fog, and emissive cyan/red materials. The city should be explorable but compact, with roads, block buildings, park, terminal, puzzle core, NPC, enemy, and exit all present; do not add extra enemy types, weapons, inventory, or unimplemented puzzle mechanics.