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Arcade › Corn & Commerce
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Yasmine Suleiman built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Corn & Commerce yet. Play it, then tell Yasmine Suleiman what you would add next.
Corn & Commerce was built by Yasmine Suleiman 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 Corn & Commerce 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 browser-based 3D management/idle farming game titled “Corn & Commerce.” Use Three.js (or an equivalent 3D engine) with a fixed isometric-style orthographic camera looking down at a low-poly farm from approximately (24,30,24), with soft shadows, fog, and a muted stylized palette. The world is a rectangular green grassland platform, with a vertical blue river on the right side, two tan roads (one north-south on the left and one crossing horizontally through the middle), and scattered low-poly trees/bushes around the edges. Place nine small rectangular brown soil fields in a 3-by-3 arrangement on the left/center side of the map, each made from a larger soil base and nine tile sections. The first three fields begin unlocked and READY; the remaining six are LOCKED. Ready fields visibly contain short golden blocky corn stalks, while growing fields contain shorter stalks. Include three simple autonomous low-poly vehicles: an orange tractor, a blue seeder, and a yellow truck, each with a pale cab and dark wheels, moving continuously around simple looping paths near the field/road lanes. The player does not directly control an avatar; the main interaction is selecting fields by tapping/clicking their 3D tiles and using management controls. Build a full-screen responsive interface over the scene. At the top, show a dark translucent rounded status bar with the gold title “CORN & COMMERCE” and three resources: coin count with a coin icon, corn count with a corn icon, and prestige with a star icon. Start with 120 coins, 0 corn, and 0 prestige. On the right, show a tall brown translucent management panel with a tan border and rounded corners. Its primary tabs are FIELDS, WATER, SILOS, and LAB, with FIELDS selected initially. Beneath them show a second row of SEED, IRRIGATE, HARVEST, and TRANSPORT mode buttons, with SEED selected initially; these secondary buttons can visibly change active selection and produce a brief toast such as “IRRIGATE mode selected,” but their mode selection does not need separate complex gameplay. In the FIELDS panel, display the currently selected field, initially Field #1, with its status (READY, GROWING, or LOCKED), yield in bags, and level. For an unlocked field, show a “Selected field” row with a button labeled “Harvest” when the field is READY and “Plant” when it is GROWING, plus explanatory text that planting and harvesting can also be handled by machines. Match the implementation behavior: activating the field action on a READY field changes it to GROWING and starts a timer, showing a “Planted corn” toast; activating it while GROWING reports “Still growing.” A growing field automatically becomes READY after about five seconds, with plant-time upgrades making that timer advance faster. Selecting a locked field shows an unlock option. Unlock Field #4 costs 80 coins; subsequent locked-field costs rise by 55 coins per field index step. Unlocking changes the field to READY, draws its crops, deducts coins, and shows “New field unlocked.” Keep the FIELDS panel’s Fleet section visible below the field controls. It should show the number of seeders owned, starting at 1, a purchase button, and text explaining that autonomous machines drive between field rows. Seeder purchase costs 130 plus 60 times the current number of seeders; purchasing deducts coins and increases the count. The other panels should work as follows: WATER displays “Irrigation network,” explains that river water boosts field cycle speed, and has a Canal pump purchase for 90 coins; purchasing deducts 90 and improves the plant-speed upgrade count. SILOS displays current corn capacity, initially 0 / 20 bags, and an Expand silo button costing 100 plus 80 times the storage upgrade count; each upgrade raises capacity by 20. LAB displays purchaseable upgrades: Vehicle speed +10% for 90 plus 70 times its current level, Plant time -10% for 100 plus 75 times its current level, and Harvest yield +1 for 120 plus 95 times its current level. Successful purchases deduct coins and show short confirmation toasts such as “Fleet speed upgraded,” “Plant time upgraded,” “Harvest yield upgraded,” or “Silo expanded.” Disable purchase buttons when the player cannot afford them. Implement the passive economy shown by the mechanics: every three seconds, count READY fields and add two coins per READY field. Also add floor(ready field count * 0.4) corn, capped at the current silo capacity of 20 plus 20 per storage upgrade. Crops and economy update continuously while the 3D vehicles animate. Display all resource changes in the top bar. Clicking/tapping any field tile selects that field, updates the panel to its field number/status, and shows a toast like “Field #2 selected.” Use a warm farm-industrial visual language: green terrain and foliage, blue water, tan roads, dark brown interface panels, tan/gold borders and buttons, creamy white text, and soft shadows. Add a bottom-left dark green legend reading “Tap a field to plant or harvest • Machines work automatically,” and centered bottom rounded dark toast notifications for actions. Ensure the panel is usable on mobile/narrow screens and the 3D view remains visible behind it.