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Coconut Sim

  • 3d
  • exploration
  • simulation
  • low-poly
  • tropical
  • casual
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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. agostino.murphypl built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Coconut Sim yet. Play it, then tell agostino.murphypl what you would add next.

Make your own game

Coconut Sim was built by agostino.murphypl 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 Coconut Sim 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 Coconut Sim

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 browser-based Three.js game titled “Coconut Sim.” Begin with a full-screen dark teal mode-selection overlay centered on a rounded card reading “Coconut Sim” and “Choose how it feels to be a coconut.” Provide two large buttons: “Arcade Mode” (pale yellow) and “Realistic Mode” (black). Selecting Arcade hides the menu, shows the game world and HUD, sets the label to Arcade, and starts a very subtle sine-wave ambient tone. Selecting Realistic hides the HUD and makes the entire rendered view black; provide a Modes button in the HUD that can reopen the mode menu.

The playable scene is a stylized low-poly tropical island viewed in third person with a perspective camera and orbit controls. Use a bright cyan sky with matching atmospheric fog, strong warm daylight, soft shadows, and a sandy circular island surrounded by a larger turquoise circular lagoon. Scatter roughly 18 small, irregular low-poly gray/tan rocks around the outer sandy area. Place eight tall palm trees around the island at varied positions, each with a brown trunk and clustered green fronds, and place one small brown coconut near the upper part of each palm. The palms should be loaded from or resemble a low-poly detailed palm asset and cast shadows.

The player is a stylized coconut character represented in the code as a small low-poly brown husked coconut: overlapping flattened faceted brown spheres for the body and husk, three tiny dark coconut “eyes” on the front, and a small green cone-like top. Keep it near the front of the island, with a camera initially positioned behind/above it and orbit controls targeting it. The player is named coconutPlayer. The visible game instructions say the player is a coconut and can drag to look around; controls are orbit-camera controls with damping, no pan, and constrained zoom distance. The source implementation does not include actual WASD movement despite the exploratory wording, so do not add unsupported walking mechanics.

In Arcade mode, maintain a score counting harvested coconuts, starting at 0, and a thirst value starting at 100 that continuously decreases at about 1.15 points per second. Pressing E attempts to harvest the nearest uncollected coconut within about 1.8 world units. On success hide that coconut, increment the score, restore 12 thirst (capped at 100), and show a short orange toast reading “Coconut collected!” When all eight are collected, end the game and show “Island complete — 8 coconuts!” with a hint telling the player the island was harvested and to tap Restart. If thirst reaches zero, end the game and show “You ran out of water” plus a hint that the sun won the round. Include a Restart button in the upper-right that reloads/resets the game.

Use a clean overlay HUD styled as translucent dark teal rounded panels with pale yellow accents. Show “COCONUT SIM · Arcade” and, in the active arcade presentation, coconut progress such as “Coconuts: 0 / 8” and “Thirst: 97%” in an upper-left panel. Place the short control hint in a rounded pill at the bottom center, e.g. “Drag to look around · you are a coconut · no walking” (or the equivalent visible control wording), and show temporary harvest/status toasts at the top center. Keep the aesthetic cheerful, minimal, low-poly, and tropical: cyan sky/water, warm sand, green palms, faceted geometry, warm directional sunlight, and soft cast shadows. Make it responsive for desktop and mobile, using a mobile-friendly full-screen canvas and pointer controls.

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