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Arcade › Castaway Camp
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Nick B. built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Castaway Camp yet. Play it, then tell Nick B. what you would add next.
Castaway Camp was built by Nick B. 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 Castaway Camp 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 3D survival-gathering game titled “Castaway Camp.” Use an elevated, slightly behind-the-player camera that follows a small stylized explorer avatar around a circular tropical island. The island is a thick low-poly green cylinder with a raised pale sandy beach layer and a surrounding blue ocean ring; use soft shadows, atmospheric fog, bright daylight lighting, and a clean low-poly/cartoon aesthetic. Scatter palm trees and rocks around the island as scenery. The player is a simple orange-red capsule-like character with a small dark brown explorer hat, starting near the center of the island. The goal is to survive a 90-second run. At the start, show a centered dark translucent rounded panel overlay with the title “Castaway Camp,” instructions to gather 6 wood and 4 food before the sun disappears and keep hunger up through the night, desktop/mobile control hints, and a “Start survival” button. The game does not begin until that button is pressed. Once active, hide the overlay and show a bottom-right circular “GATHER” button for touch devices. Place six wood gatherables and five food gatherables at fixed scattered island positions. Each resource should look like a small glowing floating pickup: a low cylinder base with a bobbing colored orb above it. Wood uses an orange orb and food uses a pink/red orb. When the player is within roughly 1.55 world units and presses E, collect the nearest active resource, hide it, and increase the corresponding inventory count by one. The touch GATHER button performs the same action. Make the pickup orb gently bob while active. Movement is with WASD or arrow keys; support running with Shift and jumping with Space. On phones, provide the third-person joystick movement expected by the mobile controls and retain the GATHER button. Display a fixed glass-like HUD over the scene. In the top-left, show “CASTAWAY CAMP,” a heart health bar starting at 100, a hunger/food bar starting at 100, and counters for wood and food starting at 0. In the top-right, show “DAYLIGHT” and a countdown starting at 90s. Center a compact objective panel at the top: initially “Gather before dark,” with text indicating the remaining wood and food needed and that E gathers a nearby resource. At the bottom, show the control hint “WASD / arrows to move · Shift to run · Space to jump · E to gather.” Make the gather button more visually active when a resource is nearby and dim it otherwise. Time advances only while the game is active. Hunger drains slowly during daylight at about 0.36 points per second. At 55 seconds, transition to night: reduce the sun intensity, enable a cool blue moon light, change the fog and background to deep blue, change the top-right label to “NIGHT,” and drain hunger faster at about 1 point per second. If hunger reaches zero, health drains at about 5 points per second. Allow the player to press F to eat one food item when food is available and hunger is below 92; consuming food removes one food and restores 28 hunger, capped at 100. Before night, if the player has at least 6 wood and 4 food, update the objective to “Camp stocked” and tell the player to keep moving or press F to eat and survive until sunrise. During night, update it to “The night is here” and explain eating with F and staying alive until the timer ends. At 90 seconds, end the run. The player wins only if health is above zero and inventory still contains at least 6 wood and 4 food; otherwise the island wins. Also end immediately if health reaches zero. On either ending, show the centered overlay again with a result title: winning text “You made it to sunrise” and a message reporting the remaining wood and food, or losing text “The island won” and advice to gather faster because food restores hunger with F. Change the button to “Play again” and reload/reset the game when selected. Keep the visuals, HUD, controls, resource counts, timed day/night transition, hunger/health simulation, and win conditions faithful to this specification; do not add enemies, combat, crafting, or extra objectives.