Appearance
Arcade › Incarnam
Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.
Made by Creator, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.
Join the conversation on Discord ↗
Nobody has said anything about Incarnam yet. Play it, then tell Creator what you would add next.
Comments are shared with the public Discord thread.
Incarnam was built by Creator 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 Incarnam 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.
Rebuild “Brumefeuille” / “Les Bois de Brumefeuille” as a calm, third-person 3D meadow exploration and light resource-gathering game. Use a soft, bright, low-poly toy-like style, with rounded geometry, flat pastel colors, gentle shadows and no combat. The camera follows a tiny traveler from behind at a close third-person distance (about 8 units), looking across a broad clearing; movement is on a gently rolling grassy plane. The sky is pale turquoise with matching distance fog. A warm directional sun and soft ambient light cast shadows. Frame the center with a loose grove of chunky stylized trees: brown branching trunks and oversized cuboid green canopies. Include a winding pale yellow-beige footpath through the meadow, a turquoise winding stream toward one side and a short crossing of small gray stepping stones. Scatter colorful flowers, glimmering yellow harvestable sprouts, mushrooms and stones among the trees. Keep the center open enough to move around. The player avatar is a small, simple, faceless adventurer viewed from behind: a rounded blue capsule-like coat/body, peach spherical head, tall orange cone hat, and a rectangular golden-yellow satchel on the back. The player can walk around the meadow with WASD or arrow keys; provide a mobile-friendly virtual movement control if touch is available. The presentation is exploratory rather than level-based: approach glimmer sprouts to gather them, collect resources, and replant seeds. Place 14 initially available glimmer herbs around the clearing, each a short green stem with a glowing-looking golden faceted orb. Rotate available herbs gently. Press E or the “Récolter” button to gather the nearest available sprout within roughly 3.5 world units: hide it, add 1 seed (“Pousses”) and 1 wood (“Bois”), and show a brief French toast. If there is no sprout close enough, gathering near a tree within about 4 units gives +2 wood and can be repeated; otherwise show a French hint toast to approach a sprout or tree. Planting uses one seed and creates a small sapling a little ahead of the player, but disallow planting within 5 units of the clearing origin. Use Q or the “Planter” button; show French feedback for insufficient seeds, central-path restriction, and successful planting. Saplings visibly scale up gradually and mature after about 10 minutes of game time (600 seconds), modified by weather growth rate; they do not need a separate harvesting action. Add a French, translucent cream HUD with rounded panels and subtle green borders/shadows. Top left: bold “Les Bois de Brumefeuille” and subtitle “Une clairière vivante — explore, récolte, replante.” Top right: current weather and season, initially “☀️ Soleil doux” and “Printemps.” Bottom left: “🌱 Pousses” and “🪵 Bois” counters, both starting at 0. Include a centered lower hint for WASD/arrows and E, and two large touch-friendly lower-right buttons labeled “Récolter” and “Planter.” Put short-lived contextual messages in a centered toast near the top. The world changes its weather every 42 seconds among “☀️ Soleil doux”, “🌦️ Pluie fertile”, “🌫️ Brume des fées”, and “🍃 Vent léger”; use corresponding pale sky/fog color shifts and growth rates 1, 1.65, 1.1 and 0.85. Advance the displayed season through Printemps, Été, Automne, Hiver when the weather cycle wraps back to sunny. Maintain the serene, sunny springtime look in the starting state. Fit the HUD responsively over both desktop and phone screens. There are no enemies or combat objectives; focus on walking, finding harvestables, and planting.