Click the game above and it runs right here in your browser. No download, no installer,
no account needed. kazmeenkazmeenmam built it with Cinevva, so it works on a phone or a tablet too.
Discussion
Nobody has said anything about Card Meadow yet. Play it, then tell kazmeenkazmeenmam what you would add next.
Make your own game
Card Meadow was built by kazmeenkazmeenmam 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 Card Meadow 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 Card Meadow
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.
Recreate a short 2D top-down walking-and-card-shop game titled “Card Meadow,” with the author blurb “its just a short game.” Use a full-screen HTML canvas with a soft, friendly pastel illustration style. The camera should follow/center the player, so the player remains in the middle while the meadow scrolls around them. The background is a large bounded meadow with a blue-to-green vertical gradient, subtle vignette, scattered tiny grass/light spots, a straight tan dirt path running vertically through the center, a ring of stylized rounded green trees around the outskirts, and scattered pink, yellow, and lavender flowers. Draw a small cute human avatar at screen center: blue rounded shirt/body, peach circular face, brown hair, orange headband/hat-like stripe, simple white eyes, a dark oval ground shadow, and the label “You” above them.
Place the card shop at world position (0,-520), north of the player’s starting position (0,460), inside the bounded walking area. Render it as a prominent cozy kiosk: cream/tan rounded rectangular building, red triangular roof, orange trim, green sign reading “MEADOW CARDS,” brown central door, two blue windows, and a small counter/awning detail, with a ground shadow. The player can move with WASD or arrow keys; also support a virtual joystick on touch devices at the lower-left, appearing as a translucent circular base and movable white knob. The player speed is about 260 pixels/second, and constrain movement approximately to x=-1000..1000 and y=-760..760. The bottom hint should say “WASD / arrows to walk • Space to jump • On phone, use the joystick”; preserve the hint even though Space has no implemented gameplay effect.
Start the player with
0 cash, $0 debt, and Luck 0. Put a fixed cream translucent HUD over the canvas: upper-left rounded brand card with “🌿 Card Meadow” and the subtitle “walk to the shop and chase rare pulls”; upper-right rounded stats card showing cash, debt, and luck, initially “💵
0 📒 Debt $0 ✨ Luck 0.” When the player is within about 155 pixels of the shop, show a lower-right gold button “🏪 Open Shop”; pressing it or the E key opens the shop, while Escape closes it. Do not allow walking while the shop or a revealed-card popup is open.
The shop interface is a right-side cream rounded panel titled “🃏 Meadow Card Shop” with text explaining: “Buy a pack, reveal one card, then sell it back for its value. You can borrow to buy — but repay your debt to unlock the full shop.” Show a two-column pack grid with these exact choices and prices:
- Common Set — “Brainrots • Dirt Patle” — Buy
000, purple-accented.
- Coming Soon — “New set loading...” — disabled “Locked” button.
Buying deducts the price if possible. If cash is insufficient, set cash to zero, add the shortfall to debt, and show a toast such as “Borrowed $X — remember to repay your debt.” Reveal exactly one randomly selected card and close the shop panel. Common pack outcomes are Dirt Patle (COMMON, emoji 🪨, sell value $30, weight 72) or Brainrot Bananini (COMMON, 🍌, $34, weight 28). Uncommon outcomes are Brainrot Bananini Foil (UNCOMMON, ✨,
40, weight 64) or Dirt Patle Prism (UNCOMMON, 💎,
90, weight 36). Rare outcomes are Kameo Warrior (RARE, 🐉,
800), Zeno Fighter (RARE, ⚡,
400), Dragon Kid (RARE, 🔥, $3200), or Saiyan Nova (RARE, 🌟, $5000), each with equal weight 25. Roll a random 0–100 value and add Luck*2 before choosing by cumulative weights, so Luck slightly improves the roll. Keep the current revealed card in state and pause movement.
Show the revealed card in a centered cream popup with a gold border and shadow, its large emoji, card name, rarity, “Sell value: $X,” and a full-width “Sell card” button. Selling adds the card’s value to cash, clears the card, closes the popup, and shows a toast like “Sold [name] for $[value]!”
Below the pack grid in the shop, include “🏪 Shop Upgrades” and rows for: “Luck upgrade” with “+8% rare luck” and a $50 gold button; “Spawn chance” with “packs appear more often” and a $70 gold button; and “Repay debt” with “remaining: $X” and a Pay button. Each upgrade can only be bought once, costs the listed amount (also borrowing if necessary), and displays a toast if already owned. The Luck upgrade increments the Luck stat by 1 (the actual roll adjustment is Luck*2); the Spawn upgrade records ownership and updates its state but does not need to create additional visible world behavior. Repay debt pays min(cash,debt), updates both values, and says “No debt to repay” when debt is zero. Include a “Back outside” button to close the shop. Use responsive sizing so the HUD and panel work on narrow mobile screens, rounded corners, dark blue-green text, subtle shadows, and translucent cream panels matching the screenshot. Toast notifications should be dark green rounded labels near the top center and disappear after roughly two seconds.