Arcade › COINAVERS
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Doris Le built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about COINAVERS yet. Play it, then tell Doris Le what you would add next.
COINAVERS was built by Doris Le 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 COINAVERS 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.
Rebuild a playable third-person 3D exploration/life-sim game titled “COINAVERS // COIN CITY.” The player controls an animated humanoid adventurer named Pilot in a compact futuristic city hub. Use a perspective camera following from behind and above at roughly 10.5 units distance; movement is keyboard/controller-style third-person movement with jumping and gravity, and the interaction key is E. Keep the world visually stylized and game-like: a large square city ground and roads, a central plaza, cool cyan/blue materials, magenta and gold neon accents, glowing signage, soft shadows, atmospheric particles, a starry sky with distant colored planet spheres, floating vehicles, and a mix of futuristic city architecture and friendly park/city props. The screenshot’s interface is dark navy, glassy and rounded with thin cyan borders, bright cyan/pink/gold highlights, and bold spaced lettering; preserve that neon sci-fi HUD style even though the 3D world itself is brightly lit and colorful. World layout: make Coinavers Plaza the central hub around the player’s starting position. It has a large circular monument on a plinth: a glowing gold coin-shaped torus surrounding a cyan glowing gem, with a “COINAVERS PLAZA” label. Add four smaller fountain basins around it, holographic ad panels, cobbled paths, grass, bushes, flowers, benches, lanterns, a fountain, trees, and a network of roads/crosswalks. Surround the city with varied commercial and skyscraper buildings, sidewalks, street lamps, signs, taxis, bridges, pipes, and distant skyline towers. Include named service districts/buildings: Quest Center to the west of the plaza, Marketplace farther west, Bank to the east, Restaurant to the southeast/east, Spaceport to the northeast, Tech Store and Apartment to the west, plus a Portal Station at the north edge. Add clear world labels such as QUEST CENTER, MARKET, BANK, RESTAURANT, SPACEPORT, and PORTAL STATION. Place animated NPCs with distinct roles and names, including Nova (quest giver near Quest Center), Mira (merchant near Marketplace), Orin (banker), Kade (explorer at Spaceport), restaurant workers/chef/server, guards, citizens, animals, and other pedestrians walking or idling around the city. They should be visible animated 3D characters rather than flat sprites. Core loop and resources: scatter collectible rotating coin objects around the city. Each collectible is a small glowing torus with an inner octahedral core, colored gold, cyan for energy, purple for crystal, or pink for another collectible type. Walking into them collects them, plays a pickup sound, creates a burst of glowing shards, and updates the HUD. Track level, XP, gold, crystal, cosmic currency, power, energy, and health. Start at level 1, XP 20, gold 0, crystal 0, cosmic 0, power 65, energy 100, health 100. XP fills a bar; on reaching 100, level up and retain overflow. Include a compact HUD with cards for LEVEL, HEALTH, ENERGY, GOLD, and CRYSTAL, plus bars/status indicators and an objective panel. The supplied UI uses a top-left title panel reading “COINAVERS // COIN CITY,” translucent dark panels with cyan outlines, and a bottom-left “CURRENT QUEST” card. Show resource counters and animate/pulse counters when resources change. Include toast notifications for pickup, quest, activity, and level-up events. Main quest: the initial objective is “Talk to Nova at the Quest Center.” When the player approaches an NPC or service point, show a contextual prompt such as “E TALK TO NOVA.” Press E to interact. Talking to Nova starts a quest to collect 10 coins around Coin City; once enough gold/crystal collectibles have been gathered, talking to Nova again changes the objective to return for a reward; talking again completes the quest, awards +80 XP and +20 gold, and changes the objective to portal access at Level 3. Show dialogue in a dedicated glassy dialogue panel with speaker name, role, and two lines of text. Add Mira’s side quest: she asks for 3 coins for a Marketplace restock, then rewards +30 gold and +50 XP after the player returns. The current quest text should always be visible in the HUD. Activities: add an interactable Fishing Pond in the southwest/west area. Press E near it to fish; each catch gives 8 gold and 12 XP. Add a Community Farm with three plots and hidden sprouts. Press E to plant one of the starting 3 seeds, wait about five seconds, then return to harvest; a harvest contributes XP and can be sold at Mira. At the Marketplace, allow selling caught fish and harvested crops for gold. Add a City Race Gate at the east/northeast edge with orange glowing posts and a top bar, plus three glowing checkpoints. Press E to start a 30-second race; the objective is to reach the three beacons in order, and show race progress/status. Include a portal interaction at the north Portal Station; planet travel is represented by a separate universe menu and is gated by level. Menus: pressing the map control/button opens a paused map modal with a small 3D overhead city map, roads, building blocks, named location buttons (Central Plaza, Marketplace, Bank, Restaurant, Quest Center, Spaceport, Portal Station, Residential District), glowing markers, and a highlighted route to the selected district. Include a character customization modal with a 3D animated preview, name input, and a list of selectable humanoid models/outfits (workers, adventurers, casual, formal, punk, sci-fi, soldier, witch, farmer, king, spacesuit, etc.). Apply the selected character to the player and support an accessory choice such as Explorer Pack, City Runner, or Portal Scout. Include a universe/planet selection modal with a 3D starfield and five stylized planets: Crystal World (level 3+), Desert Moon (4+), Ocean Planet (5+), Volcanic World (6+), and Cosmic Mystery (8+). Show each planet’s requirement and description, scaling the selected planet larger; locked planets must visibly say LOCKED and cannot be entered. Implement friendly ambient motion: idle, walk, and interact animations for player/NPCs; simple NPC walking routes; animated taxis on outer roads; flying vehicles high above the city; slowly moving clouds; rotating/bobbing collectibles; glowing portal rings and floating symbols; atmospheric particles and stars. Use collision-aware city/building obstacles and a bounded city so the player navigates paths and plazas naturally. Use real-time shadows, fog, bloom-like emissive materials, cyan/magenta/gold lighting, and polished rounded glass UI. There are no combat enemies or weapons as part of the shown mechanics; the emphasis is collecting, talking, exploring, farming, fishing, racing, selling, customizing, and unlocking the larger cosmic universe.