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Arcade › Blue Haven
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Made by Lena S., with room for your ideas. Share what you enjoyed, what needs work, or how you could help.
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Blue Haven was built by Lena S. 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 Blue Haven 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 “Blue Haven — Reef Rescue,” a playable first-person 3D underwater cleanup game. The player is a diver represented by the camera, initially hovering in open water facing forward from just above the seabed. Build a broad, explorable reef swim area with full 3D mouse-look and free swimming in all directions. The setting is a tranquil blue-green ocean: a textured sandy seabed below, a faint translucent water surface above, hazy teal distance fog, soft broad sun shafts descending through the water, and drifting tiny bubbles and suspended specks. Scatter irregular dark muted green-gray rock shelves/ridges, colorful branching and rounded coral, and many tufts of seagrass over the sandy bottom. Populate the water with small bright tropical fish that gently swim and flick their tails; include a gliding shark-like reef resident and sea turtle if available. Use a clean, low-poly reef art style with faceted rocks and varied coral colors, softened by underwater lighting and atmospheric haze. The objective is to recover as much seabed litter as possible in one three-minute dive before the timer reaches zero. Scatter roughly 70 individually targetable items around the reef in a loose, broad spiral, including turquoise plastic bottles, cans, pale translucent bags, tangled dark nets, and a few small wrappers. Let litter appear at different depths, mostly near the seabed. Aim with a small screen-center crosshair; when a collectible is in the crosshair and within about 13 world units, show a compact “CLICK TO COLLECT · +10” hint. Left-click to collect that item, remove it from the world, award 10 points, and briefly show a feedback label such as “+10 · BOTTLE RECOVERED.” Do not automatically collect items or add combat, health, or other objectives. Controls: WASD to swim forward/back/strafe, mouse to look around (pointer lock with click to recapture if unlocked), Space to ascend and C to descend. Arrow keys may also act as forward/back/strafe alternatives. Movement should feel like smooth underwater gliding with acceleration, and stay bounded inside the reef. The diver can move up and down between the seafloor and open water. Keep a restrained, translucent dark-blue HUD over the 3D view: upper-left badge “PLASTIC RECOVERED” with score and “pts”; upper-right badge “DIVE TIME” with a countdown starting at 03:00; centered top small “BLUE HAVEN / REEF RESCUE” branding; fine bright crosshair at screen center; and a narrow bottom hint listing swim, look, up/down, and click-litter controls. The countdown runs only during the dive. At zero, stop play and show a centered translucent dark teal report panel with “DIVE COMPLETE,” a short reef-cleanup message, final points, and “DIVE AGAIN.” On first load and between dives, show a centered rounded dark translucent start panel over a dimmed view of the underwater world. Include the eyebrow “A 3-MINUTE REEF RESCUE,” the large title “Blue Haven,” explanatory copy about plastic tangled across the seabed and clearing as much as possible before air runs low, a two-column control guide, and a bright mint “START THE DIVE” button. Starting resets score to zero and time to 03:00 and places the diver at the initial position. The overall presentation should be calm and inviting rather than threatening: deep ocean blues, aqua/mint highlights, polished glass-like UI panels, luminous but soft lighting, and the reef clearly visible behind the overlays.