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Ape Island

  • 3d
  • third-person
  • survival
  • adventure
  • low-poly
  • mobile
  • quest
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. Hannah Lambert built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ape Island yet. Play it, then tell Hannah Lambert what you would add next.

Make your own game

Ape Island was built by Hannah Lambert 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 Ape Island 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 Ape Island

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 mobile-first, third-person-over-the-shoulder 3D low-poly survival adventure called "Ape Island". Use a bright blue sky with light fog and a large circular island surrounded by blue water. The island has a tan sand edge and a flat green grassy top, scattered with chunky stylized trees made of brown trunks and blocky green canopies, plus gray rocks. Use soft shadows, simple colorful materials, and an appealing toy-like low-poly aesthetic.

The player is a stylized brown ape with a lighter muzzle and belly, rounded head and ears, a large oval body, dangling arms, and short legs. Although movement is controlled as a third-person avatar, the camera is positioned at the ape's head/upper body and looks in the facing direction, so the ape itself is visible from behind in the gameplay view. Start the ape near the center of the island. Keep the player within the circular grassy island boundary.

Place a dark gray rectangular human factory near the far side of the island, around the north edge. It has a flat dark roof, a black doorway, a light sign reading "HUMAN CO", and a tall dark smokestack. In front of it place a small smoking phone: a dark tilted rectangular phone with a glowing cyan screen. Place a simple hammer pickup nearby. Display a floating yellow-orange directional quest arrow in front of the player, pointing toward the next objective and bobbing vertically. During the opening travel phase, the arrow points to the factory/phone.

Implement these exact gameplay phases and mechanics. Phase 1 is travel: show the objective text "Wake up, little ape. Follow the arrow through the trees to the human factory." and let the player walk to the phone. When within about 3 units, change the objective to explain that the Human Co phone was found and the player should press/hold BUILD to grab the hammer and begin fixing it. Pressing and holding BUILD near the phone automatically picks up the hammer, hides the hammer object, adds a hammer icon to inventory slot 1, and enters repair phase.

Phase 2 is repair: the player must remain close to the phone and hold BUILD. Total repair time is 30 seconds of active building, not necessarily continuously. While BUILD is held near the phone, increase repair progress and show a top-center PAIN METER with a horizontal green-to-yellow-to-red fill. Increase pain rapidly; releasing BUILD or moving away cools the pain down. When pain reaches 100%, reset pain and remove one heart, with a cooldown preventing repeated instant damage. The phone screen should pulse brightly and smoke puffs should rise from the phone while it is being repaired. The player has 10 hearts shown at top-left as red heart icons, with empty/dark hearts after damage. The objective should warn the player to release BUILD when the pain meter gets scary red. Allow repair to continue after taking damage until 30 seconds total is reached. The five-slot inventory remains centered along the bottom; initially empty, then slot 1 contains a hammer.

After 30 seconds of repair, enter the fight phase: hide the phone, reveal a colorful sci-fi ray gun model on/near its position, add a ray gun icon to inventory slot 2, and darken the screen briefly with a large centered success message "YOU'VE DID IT". Change the objective to tell the player that the phone became a ray gun and to shoot the wild monkeys before they rush the player. Hide the BUILD button and show a red SHOOT button. Keep the quest arrow aimed at the nearest living monkey.

Spawn exactly six smaller wild brown monkeys around the factory and island: use the same stylized ape shape at about 72% scale. Each has 2 hit points. Before the ray gun is acquired, they wander gently in place. In fight phase, living monkeys within 18 units move toward the player, rotate toward the player, and damage one heart when closer than about 1.35 units, with a damage cooldown. The player can fire glowing cyan-blue spherical ray shots in the camera's look direction. Shots travel quickly, expire after roughly 1.6 seconds, and can hit a monkey; each hit removes one hit point, visibly scales the monkey down slightly, and two hits hide/kill it. Update the objective after kills, and when all six are defeated say "Island saved. The ray gun is yours." Do not add enemies, weapons, crafting, resources, or mechanics beyond these.

Controls: keyboard WASD or arrow keys move relative to the camera yaw; mouse/touch dragging on the 3D view rotates yaw and pitch, clamped to a moderate downward/upward range. Press and hold Space or E to build on keyboard; press F to shoot. On mobile, provide a translucent circular virtual joystick at bottom-left with a white draggable thumb, a blue circular HOLD BUILD button at bottom-right during travel/repair, and a red circular SHOOT button above it during fight. A tap/click on the 3D view while the ray gun is active fires a shot, while dragging only aims. The view should be responsive and touch-friendly.

HUD layout: top-left shows 10 hearts; below it a rounded translucent dark objective panel. During repair, center the rounded PAIN METER at the top with the label "PAIN METER". Top-right on desktop show a small hint such as "Move with the left stick or WASD. Follow the arrow." Bottom-center show five rounded dark inventory slots with a bright cyan outline on active hammer/ray-gun slots. The action buttons are outlined circular controls with bold white labels. On zero hearts, show a large centered dark overlay reading "YOU LOST ALL HEARTS" and stop meaningful building. Use the provided title "Ape Island".

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