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Arcade › Caza Primitiva
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Wilson antonio marte peña built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Caza Primitiva yet. Play it, then tell Wilson antonio marte peña what you would add next.
Caza Primitiva was built by Wilson antonio marte peña 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 Caza Primitiva 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.
Recreate “Caza Primitiva” as a short third-person 3D prehistoric hunting game. Use Three.js-style real-time 3D with a perspective chase camera following the player from behind and slightly above (camera distance about 6.5, height about 2.8, FOV about 65), with soft shadows, warm daylight, pale green atmospheric fog, and a low-poly/stylized look. The playable character is a Baryonyx dinosaur, centered in the scene and scaled to roughly 2.35 world units tall. Load the supplied user creature asset from `assets/Baryonyx_usable_Delgado_infern.zip`; support a GLB, GLTF, FBX, or OBJ found inside the zip. If it has animation, play its first animation; otherwise use procedural animation: subtle bobbing and side sway while moving, a forward lunge/tilt during the bite, a slight airborne tilt while jumping, and blinking when damaged. Keep a soft circular shadow beneath it. If the asset cannot load, use a simple brown capsule-like dinosaur placeholder so the game remains playable. Build a closed circular valley arena about 18 units in radius. The ground is a large brown dirt basin with a flat green grass circle on top, plus a smaller mud patch toward the rear-left and a blue-green circular pond toward the rear-right. Surround the arena with about 15 chunky brown block-like cliffs/ridges forming a boundary. Scatter stylized low-poly nature props: eight tall palms around the perimeter, eight rocks, and eight small bushes. Add several soft white three-sphere clouds in the distant sky. Use a hemisphere light and strong warm directional sunlight with shadow casting. The objective is to hunt all six moving targets before the 90-second timer reaches zero. There are four stylized cavemen and three stylized herbivore animals in the world, for seven visible targets total, while the target counter is six; each defeated target adds one to the counter and victory occurs at 6. Place cavemen initially around (-7,2), (-3,-6), (4,6), and (9,-2), and herbivores around (1,-10), (10,8), and (-11,-8), using x/z world coordinates. Cavemen should be simple low-poly figures with tan skin, brown fur tunic, spherical head, blocky legs and arms, and a wooden spear held in one arm. Herbivores should be compact low-poly beige/gray animals with a capsule body, box head, two small horns, and four blocky legs. Targets wander around their starting homes and stay within the arena. When the Baryonyx approaches within roughly 7.5 units, they flee at increased speed; otherwise they wander and are gently pulled back toward their home area. Animate their legs with alternating procedural strides. Cavemen periodically throw wooden spear projectiles when the player is within about 6.3 units. Spears travel toward the player for up to 2.4 seconds and damage the player on contact within about 1.1 units. A hit removes one life, knocks the player away from the thrower, plays impact tones, and briefly flashes/blinks the player. Start with 4 lives; at zero lives, show defeat. Controls: use WASD/arrow keys and the runtime’s on-screen virtual joystick for movement; use Shift to sprint if supported by the runtime controls; use Space and the runtime jump control to jump, with gravity and a third-person controller. Use F or Enter on keyboard, or a large round bottom-center mobile button labeled “Morder,” to bite. The bite has about a 0.32-second animation and 0.5-second cooldown. It hits every living target within 2.25 units and within a forward cone of about 1.05 radians, based on the direction the dinosaur last moved. Successful bites make the target spin/fall and disappear after a short death animation, increment the counter, and create a brief colored impact splash. Missed bites create a brief pale-orange splash near the player. Keep the player inside the circular arena. HUD/UI should be in Spanish and overlaid on the game. At the upper left, show a dark translucent rounded panel with three columns: “Presas” displaying “0 / 6” (or current count), “Vida” displaying 4, and “Tiempo” displaying the rounded remaining seconds. Under it show a second dark translucent rounded instruction panel reading approximately: “Eres un Baryonyx depredador. Caza a los cavernícolas y a las presas antes de que te derriben con lanzas.” Include a small loading/status line that reports whether the Baryonyx loaded with an animation, received procedural animation, or fell back to a placeholder. On mobile, show the large circular orange/brown gradient “Morder” button near the bottom center, with the runtime joystick/jump controls visible at the lower corners. Use responsive safe-area spacing and a dark glass-like panel style. When all six required prey are defeated, show a centered translucent end card titled “Victoria” with text such as “Tu Baryonyx dominó la cacería prehistórica. La manada huyó del valle.” When time expires, show “Derrota” and “La noche cayó antes de completar la cacería.” When all four lives are lost, show “Derrota” and explain that the cavemen stopped the dinosaur with their spears. Include a rounded “Jugar otra vez” button that resets score to 0, lives to 4, time to 90, restores all targets to their home positions, removes spears/effects, and hides the end card. Add subtle procedural Web Audio: a very quiet low ambient drone, bite sounds, spear/impact sounds, kill confirmation tones, and victory tones, starting after the first user interaction.