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Bob's Quest was built by Sebastian Hernandez 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 Bob's Quest 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 third-person low-poly 3D survival-adventure game titled “Bob’s Dragon Quest” (also display the shorter title “Bob’s Quest” if desired). The player controls Bob, a lone stylized adventurer, in a large bright green wilderness viewed from a high over-the-shoulder camera. Use a pale blue sky-colored background with soft fog, strong warm directional sunlight, shadows, and a simple colorful toy-like art style. Bob should use a modular low-poly adventurer character model; the boss should be a large low-poly evolved dragon. The camera follows behind and slightly above Bob, smoothly tracking him and looking a little ahead along the trail. Build one long north/south wilderness route. Bob starts near the southern end at approximately z=16, while the dragon lair is very far north at approximately z=-155. Limit movement to a broad rectangular region (roughly x=-52..52 and z=-174..24). Put a straight tan dirt trail running north through the world, with a tan circular stone/dirt ring at the dragon lair. Scatter low-poly trees on both sides of the route and many gray rocks; include berry bushes made from small green faceted shrubs with red berries. Include three simple colored quest markers on wooden posts: a blue marker at the meadow camp around z=-55, a purple marker at the ancient shrine around z=-108, and a red warning marker near the dragon lair around z=-145. Add a small gray octagonal altar at the shrine. Bob can place stylized campfires made from a ring of gray stones, an orange emissive cone flame, and a small warm point light. The core loop is preparation, a long journey, and a melee boss fight. Bob has HP, hunger/food, wood, stone, berries, a weapon state, and progression flags. Hunger continuously decreases: faster while moving and more slowly while standing; having a trail pack reduces the drain. When food reaches zero, Bob loses HP over time and dies when HP reaches zero. Gathering is context-sensitive and done when Bob is close: near an active berry bush, press E/Gather to pick one berry, hide the bush, and restore a small amount of food; near a rock, gather one stone and visibly reduce the rock; near a tree, gather one wood, slightly reduce its remaining resource, and lose a small amount of food. Each tree has two wood units, and rocks provide one stone. If there is no nearby resource, show a message explaining that Bob should move close to trees, rocks, berry bushes, or the shrine. Provide four craftable recipes, selectable in order with Q and crafted with C (also offer on-screen recipe buttons and a mobile Craft button): Spear costs 3 wood and 1 stone, changes the weapon from Fists to Spear and adds 10 damage; Campfire costs 2 wood and 2 stone, increases food by 45 up to the current maximum, heals 15 HP, and places a campfire at Bob’s location; Trail pack costs 4 wood and 3 berries, raises maximum food from 100 to 140, adds 35 food, and slightly increases movement speed; Dragon charm costs 5 wood, 3 stone, and 3 berries, adds 12 damage, but is locked until the spear, campfire, and trail pack have all been crafted. Show the four recipes in a HUD panel, visually mark affordable recipes green, the selected recipe with a yellow outline, and completed recipes muted. Give clear feedback messages for successful crafts, missing resources, and prerequisites. Progression should be explicit and sequential. First instruct Bob to gather resources and craft the spear, campfire, and trail pack. Once the charm is crafted, Bob must travel north and reach the blue meadow camp marker; reaching it restores 20 food and advances the quest. Then Bob must reach the purple ancient shrine and press E/Gather within about 4.5 units to bless the charm, adding another 10 damage. The dragon remains inactive and cannot be fought until this shrine step is complete. After blessing, Bob follows the trail to the far red-marked lair. When he comes within about 13.5 units of the dragon, the dragon wakes and becomes active; if Bob arrives too early, explain that the lair is sealed and the camp and shrine quests must be completed. During the boss fight, Bob attacks with Space or the on-screen Attack button. Attacks have a short cooldown and deal 18 base damage plus all crafted damage bonuses to the dragon when within roughly 5 units. Play a sword slash, punch, or kick animation for Bob and simple impact sounds. The dragon has 300 HP, a visible health value, a flying/hovering idle animation, and a hit reaction. Once active it slowly follows Bob, hovering slightly up and down, and attacks when within about 4.2 units, dealing 16 HP damage on a roughly 1.45-second cooldown. Tell the player to strike and step away to avoid bites. Flash the dragon briefly when hit. When its HP reaches zero, play its death animation, show a victory message, and reveal a Restart Quest button. If Bob’s HP reaches zero from hunger or dragon damage, play Bob’s death animation, show a failure message, and reveal the same restart button. There are no regular enemies or slime/blob enemies; the dangers are hunger, resource preparation, the long trip, and the dragon boss. Make the HUD readable and persistent over the 3D view. At the top show Bob HP, food, wood, stone, berries, current weapon, and “Dragon 300”/current dragon HP in dark translucent rounded panels with icons. Show the current quest text in a pale gold panel near the upper left and update it through the sequential objectives; during the boss fight emphasize the objective in a warning color. Show crafting recipes in a translucent panel in the upper right on desktop. Show concise contextual messages centered near the bottom. Support keyboard controls: WASD or arrow keys to move, Space to attack, E to gather or activate the shrine, C to craft the selected recipe, and Q to cycle recipes. Also support touch/mobile controls: a four-direction D-pad at lower left and stacked Gather, Craft, and Attack buttons at lower right. Use responsive layout, large rounded translucent controls, and prevent page scrolling. Start with a message explaining that Bob is far from the dragon and must gather supplies, craft recipes, and follow the long trail north.