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Little Camp Care

  • 3d
  • cozy
  • survival
  • pet-care
  • exploration
  • low-poly
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How to play

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

Discussion

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Make your own game

Little Camp Care was built by casper.scanlon 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 Little Camp Care 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 Little Camp Care

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 3D cozy survival/care game titled “Camp Paws,” set in a small stylized low-poly meadow. Use a soft pastel look with an aqua/teal sky, fog, warm sunlight, simple chunky geometry, soft shadows, and a broad green circular meadow surrounding a tan oval camp clearing. The player is a small cute stylized companion/avatar made from a blue capsule-like body, a tan spherical head, and a red scarf, starting near the front of the camp. Use a trailing third-person camera with a perspective view, keyboard movement (WASD and arrow keys), Shift to run, and Space to jump. The player should collide/interact by walking close to objects; walking near resources automatically collects them.

Place a little boy companion at the camp, using a simple animated low-poly humanoid character. He starts near the central camp, follows the player when the player gets more than roughly 2.7 units away, and idles when close. The camp contains a simple orange four-sided tent and a glowing orange campfire. Scatter six berry pickups around the meadow, represented by small pink or purple glowing spheres on the ground, and six fallen-wood pickups represented by short brown logs. Also scatter low-poly environmental props: several trees around the outer meadow, gray rocks, and small mushrooms. Resources respawn after about seven seconds when collected.

The central gameplay loop is: explore the meadow, gather berries and wood, return to the little boy, and keep his needs up. Start with Day 1, Morning, Food 70, Water 70, Happiness 70, Wood 0, Berries 0, and Camp Level 1. A normalized day advances over about 55 seconds and cycles Morning, Afternoon, and Evening; when a day rolls over, reduce Food by 12, Water by 14, and Happiness by 5, reset the daily feeding flag, and show a brief day-start notification. Gradually tint the sky and fog darker toward Evening.

Overlay a fixed translucent dark rounded HUD. At top left show the title “CAMP PAWS,” the current day and time, and three horizontal meters labeled Food, Water, and Happy, colored orange, blue, and pink, with numeric values. At top right show resource counters for Wood, Berries, and Camp Lv. In the lower center show a rounded instruction panel that says to explore the meadow and collect berries and wood, then return to the dog/companion; when close to the boy, change it to explain that the companion is nearby and can receive a snack, water, or a camp upgrade. On the lower right stack three large rounded action buttons: “Feed dog · 1 berry,” “Give water · 1 wood,” and “Upgrade camp · 5 wood.” Disable feeding unless the player is near the boy and has at least one berry; disable watering unless near him and holding at least one wood; disable upgrading unless holding five wood. Feeding consumes one berry, raises Food by 28 and Happiness by 10; watering consumes one wood, raises Water by 32 and Happiness by 6; both trigger a happy/victory animation and a short toast notification. Upgrading consumes five wood, increases Camp Level by one, raises Happiness by 15, visually scales up the camp, and displays a toast such as “Camp upgraded to level 2!”

Add short toast notifications near the upper center for pickups (“+1 berry” or “+1 wood”), care actions, and camp upgrades. At the lower left show a small control hint: “WASD / arrows to move · Shift to run · Space to jump · walk near objects to interact.” Make the interface responsive on narrow screens, preserve the bright friendly readability, and keep buttons large and touch-friendly. Do not add combat, enemies, crafting beyond the listed camp upgrade, quests, or extra inventory systems.

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