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Bat Realm

  • 3d
  • third-person
  • flying
  • collectathon
  • exploration
  • low-poly
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Daniel Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bat Realm yet. Play it, then tell Daniel Sidorkin what you would add next.

Make your own game

Bat Realm was built by Daniel Sidorkin 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 Bat Realm 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 Bat Realm

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 simple playable 3D third-person exploration game titled “Bat Realm.” Render a full-window Three.js-style scene with a perspective camera initially positioned behind and above the player at approximately (0, 8, 12), following the player in third-person. The playable avatar is a cute stylized animated bat, loaded as a rigged 3D model, initially at (0, 3, 0), scaled to about 0.8, with its flying animation continuously playing. The bat should visibly hover/fly above the ground and cast a shadow beneath it.

Build the environment as a compact square forest clearing: a roughly 30-by-30 green ground plane with tiled grass/nature-kit style ground pieces across the area, surrounded visually by a very dark/black night-like background. Add directional white lighting from above/right and soft ambient fill, with shadows enabled. Scatter eight low-poly/stylized pine trees at these exact approximate world positions: (-5,0,-3), (4,0,2), (-8,0,7), (9,0,-6), (2,0,8), (-3,0,-9), (7,0,4), and (-7,0,-2). Alternate between tall/default pine and rounded pine variants. The visual style should be simple, colorful, low-poly/cartoon 3D: teal/green grass, dark stylized trees, and a cute dark bat. The provided view shows a large yellow moon/sun-like disc high in the black sky/background, so include that visible simple circular yellow celestial disc if it can be represented without adding unsupported gameplay behavior.

The core goal is to fly around the forest and collect glowing golden orbs. Spawn exactly eight small bright yellow/gold spherical collectibles, each with radius about 0.3, at random positions within approximately x/z -8 to 8, with height y between 2 and 6. Make them visibly glow or brightly stand out. When the bat comes within 1.5 world units of an orb, immediately remove it and increment an internal score counter. There is no implemented score HUD, lives, health, combat, enemies, level progression, win screen, or inventory; keep the score internal (logging a “Collected! Score: N” message is acceptable) rather than inventing a visible interface.

Use direct third-person controls: WASD/keyboard movement plus mouse camera control, with Space making the bat flap or move higher. Movement should feel like low-gravity flying rather than grounded walking: use a movement speed around 12, jump/upward speed around 8, and weak gravity around -4. Keep the bat controllable in three dimensions and let the camera track it. Start the render/animation loop immediately, update the bat animation mixer and controls each frame, cap frame delta to about 0.033 seconds, test collectible collisions continuously, and resize the camera/renderer with the browser window. The game should be immediately playable in a borderless full-screen canvas with no menus or overlays.

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