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Arcade › Catchlight Cove
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.
Nobody has said anything about Catchlight Cove yet. Play it, then tell kazmeenkazmeenmam what you would add next.
Catchlight Cove 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 Catchlight Cove 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 responsive browser fishing adventure called “Catchlight Cove,” using a bright, polished 2D illustrated interface with a pseudo-3D fishing scene rather than a literal 3D engine. The page fills the viewport with a pale aqua/sky-blue background. Use a desktop two-column layout: a large rounded scene card on the left and a scrollable white/cream control panel on the right; on narrow screens stack the scene above the panel. Give all cards dark navy outlines, rounded corners, and chunky offset navy shadows for a playful arcade feel. At the top, add a header with the brand “Catchlight Cove” (Catchlight navy, Cove pink), and pill-shaped HUD counters showing money, bag capacity, and equipped rod. Start the player with0, an empty 3-slot bag, and a Starter Rod. The scene card contains a canvas and overlay UI. At its upper left display the exact title treatment: small uppercase “3D FISHING ADVENTURE,” large navy text “Cast for the impossible catch.” on two lines, and the subtitle “Now with a little 3D cove — fish swim below the surface.” At the bottom of the scene show a horizontal rounded power/catch bar and a navy-outlined status bubble centered beneath it. The idle above-water scene should look like a sunny tropical cove: a cyan-to-pale sky/water gradient split around the horizon, a yellow sun near the upper-right, stylized palm trees at the left, a turquoise water band with curved wave marks, a brown dock/platform on the right, pale sand/rocks along the bottom, and dark blue outlines throughout. Draw a simple outlined fishing rod on the right with a cream line, pink bobber, and a small blue fish swimming near the lower-middle area. Add the label “3D COVE” near the bottom. During casting, animate the rod/line with a wiggle and show “CASTING…”. After a successful catch, animate a shaking fish near the right and show “⚡ FISH FIGHT!”. The main interaction is casting and timing/reeling. In the Fish tab, provide a large aqua “🎣 CAST LINE” button and a pink “💰 SELL ALL · $value” button. Disable casting while already fishing or when the bag is full, and disable selling if the bag is empty. Clicking CAST starts a brief casting animation and changes the status to “Casting… the camera is going under water!”. Then transition to an underwater scene: dark blue-to-teal gradient, floating bubbles, a colored fish swimming around the line, and the line descending from the upper-right to a pink hook/bobber. Display “Underwater — wait for the bite” and “The fish is swimming around the rod.” After roughly one second, trigger a bite: show “🐟 BITE! CLICK NOW!”, change status to “The fish grabbed the rod! CLICK THE SCREEN NOW!”, and make the fish shake. The player must click/tap the underwater game screen after the bite; clicking early must not reel and should show “Wait for the fish to bite!”. Once reeling begins, show “TAP TO REEL!” and “Catch bar: N%” in the underwater canvas, set the catch bar to 14%, and tell the player “Tap repeatedly! Pull the catch bar upward!”. Every click/tap while reeling raises progress by 24 percentage points, while progress continuously drains by about 11 points per second. The player catches the fish at 100%; add it to the bag, increment total catches, return to the idle cove, animate the fish fighting on the rod, and show a toast such as “✨ Rare catch!0”. If the bar reaches zero, the fish escapes, return to idle, tint the bar red, and show “The fish escaped — the bar hit red. Tap faster next time!” and a red failure toast. The shared lower bar should display casting power while casting/idle and catch progress while reeling, with a red fill on failure and otherwise a mint-to-gold-to-pink gradient. Implement six fish rarities with colored pill labels and weighted random selection: Common (base 1, weight 55, gray-blue), Uncommon (base 2, weight 25, green), Rare (base 5, weight 12, blue), Mythic (base 12, weight 5, purple), Godly (base 30, weight 2.5, pink), and Legendary (base 100, weight 0.5, gold). Fish names corresponding to those rarity slots are Minnow, Sunfin, Moon Koi, Crystal Eel, Aurora Ray, and Crown Leviathan. The value of each caught fish is twice its rarity base. Luck upgrades should increase the weighting of rarities from Rare upward; strength is displayed as a multiplier and represents tougher fish, though the visible catch interaction should remain the tap/drain bar mechanic. The Fish tab should also show the bag list, with each fish row displaying a fish icon, name, rarity pill, and value; an empty bag message should say “Your bag is empty. Cast into the 3D cove and find something shiny.” Include a Catch streak section showing total catches, Luck level, and Strength multiplier. Selling all converts all bag fish to money, empties the bag, and displays “Sold your catch for $X!” plus “Nice haul. Spend it in the shop.” Bag capacity starts at 3 and increases by 2 per bag upgrade. Add three tabs in the right panel: Fish, Shop, and Upgrades, with a blue active-tab style. The Shop tab lists sequential rods: Starter Rod (free, power 1), Common Rod (0, power 2), Copper Rod ($300, power 4), Silver Rod ($5,000, power 8), Golden Rod (0,000, power 16), Star Rod (00,000, power 32), Ocean Rod (,000,000, power 64), Abyss Rod ($50,000,000, power 128), and Celestial Rod (,000,000,000, power 256). Show “Stronger rods can land fish with bigger power.” Each purchased rod becomes equipped and displays OWNED; unaffordable or already-owned rods are disabled. Also show a Rarity values list using the displayed sale values (twice each base). The Upgrades tab should have purchasable rows for Luck, Strength, and Bag. Luck starts at level 0 and costs0, then $40 more per level; description “Adds +2 carrying space.” Display the current build with Luck level, Strength as x2^level, and bag spaces. Use toast notifications for upgrades and rod equipment. Make all buttons chunky, outlined, touch-friendly, and clearly disabled when unavailable. The overall visual style should be cheerful, high-contrast, mobile-friendly, and game-like, with navy typography, cream panels, aqua water, pink accents, gold currency, and simple hand-drawn canvas shapes.5, then $30 more per level; description “Rare fish appear more often.” Strength starts at level 0 and costs5, then $75 more per level; description “Lets you land tougher fish.” Bag starts at level 0 and costsMore free browser games