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Arcade › Bos & Vulkanen
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Samir Amarir built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Bos & Vulkanen yet. Play it, then tell Samir Amarir what you would add next.
Bos & Vulkanen was built by Samir Amarir 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 Bos & Vulkanen 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 browser-based 3D educational exploration game in Dutch titled “Bos & Vulkanen”. Use a low-poly, softly shaded Three.js style with a third-person camera following a simple student avatar on a long tan forest path. The avatar is a stylized figure with a dark teal-blue capsule-shaped body and a peach spherical head, viewed from behind. The camera is slightly elevated and looks down the path; use a muted blue-green sky/background with atmospheric fog, soft shadows, warm directional sunlight, and a green forest floor. World layout: make a straight tan path about 5 units wide extending deep into the scene. Put many stylized trees on both sides, with brown tapered cylindrical trunks and large rounded dark-green foliage crowns. Arrange them in rows receding into fog. At the far end, show a large dark gray-brown low-poly volcano cone with a raised glowing reddish rim/crater. Along the route include four clickable low-poly forest animals: a deer, fox, owl, and squirrel. Build them from simple rounded meshes; clicking an animal should open an educational Dutch information panel. Use these exact facts: deer: “Een hert eet planten. Het heeft lange poten om hard te rennen.” fox: “Een vos is een slimmerik. Hij jaagt vooral in de schemering.” owl: “Een uil jaagt 's nachts. Zijn ogen zien goed in het donker.” squirrel: “Een eekhoorn bewaart noten voor de winter.” The player explores by moving along the forest route with a third-person movement controller and can move left/right with A and D on the keyboard. Also provide two large touch buttons at the lower-right labeled “A” and “D” for mobile play. Keep the top-left HUD as a dark translucent rounded label reading “Bosverkenner · klik dieren · A/D bewegen”. Do not add score, health, ammo, timer, or combat systems. Progression: when the explorer reaches the volcano area deep down the path (around z = -70), open a dark translucent bottom-center educational modal titled “Vulkaan” with this Dutch text: “Diep in de aarde is steen zo heet dat het smelt. Dat heet magma. Magma zoekt een zwakke plek omhoog. Daar vormt zich een berg. Komt het magma naar buiten, dan heet het lava. Afgekoelde lava wordt steen.” Include a gold rounded “Verder” button. After pressing it, enter the climbing/stone stage. Add a large off-white instructional sign ahead on the path titled “Hoe ontstaat een vulkaan?” and display these three lines: “Diep in de aarde is steen zo heet dat het smelt. Dat heet magma.” “Magma zoekt een zwakke plek omhoog. Daar vormt zich een berg.” “Komt het magma naar buiten, dan heet het lava. Afgekoelde lava wordt steen.” In the stone stage, place ten irregular rounded low-poly gray rocks along the path. They should be clickable, and clicking one opens a modal titled “Steen” with this exact Dutch explanation: “Hoe ontstaan dit soort stenen? Lava koelt af en wordt hard. Dat is stollingsgesteente, bijvoorbeeld basalt. Andere stenen ontstaan uit zand dat wordt samengedrukt, of doordat oude steen verandert door hitte en druk.” The rocks should begin rolling/moving toward the player after the volcano message is dismissed, visibly advancing along the path and recycling farther back once they pass the player. They are educational obstacles but do not deal damage and have no collision/life system. Further ahead, create a small ruin made from six leaning gray stone columns and a low rectangular stone slab. Put a small glowing cyan walkie-talkie on the slab. Clicking it opens a modal titled “Walkie-talkie” with the text “Hallo helikopter? We zijn bij de ruine. Kom ons ophalen.” and a button labeled “Roep de helikopter”. When that button is pressed, show a simple low-poly helicopter in the distance: teal rounded cabin, long dark tail boom, and a horizontal rotor. Animate it flying horizontally across the scene while slowly descending. When it has crossed away, show a final modal titled “Einde” reading “Einde. Je hebt dieren, vulkanen en stenen onderzocht.” with a button labeled “Opnieuw”. Use dark translucent rounded modal panels centered near the bottom, white Dutch text, and gold action buttons. Preserve the calm educational forest atmosphere, simple geometric low-poly models, foggy depth, soft shadows, and uncluttered HUD visible in the reference screenshot. Clicking interactive animals, rocks, and the walkie-talkie should be done with raycasting against the 3D objects; clicking should be ignored while a modal is open.