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Cozy Farm

  • 3d
  • farming
  • cozy
  • low-poly
  • third-person
  • simulation
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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. Dexter Zlab built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cozy Farm yet. Play it, then tell Dexter Zlab what you would add next.

Make your own game

Cozy Farm was built by Dexter Zlab 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 Cozy Farm 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 Cozy Farm

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 cozy low-poly 3D farming game titled "Cozy Farm" in Three.js or an equivalent web 3D engine. Use a third-person camera following a farmer avatar in a large flat square green grass field. The camera should begin behind and slightly above the player, looking toward the farm, with WASD movement, mouse camera/third-person controls as supported by the engine, and Space to jump. Use soft directional sunlight, hemisphere lighting, shadows, and green atmospheric fog; the reference has a very dark/black upper background beyond the fog and a simple stylized low-poly look.

Build the farm as a broad 9-by-9 grid of dirt plots, with the center plot positions left open to form a walkable central area. Space plots about 2.2 world units apart. Each plot is a small raised/brown dirt patch on the grass. Surround the farm with a sparse rustic enclosure made from low-poly wooden fence pieces: fence lines across the sides, partial rows near the front/back with gaps, and trees around the perimeter. Place several stylized low-poly oak trees around the field (including roughly left and right behind the farm). Add a low-poly barn/farm building toward the back of the field. The player is a stylized low-poly farmer in dark overalls/clothes and a broad hat, standing initially near the center/front of the plots, with a simple idle animation if available.

Core gameplay is planting and harvesting. The player has two selectable seed types shown in a fixed HUD panel at the upper left: Wheat and Carrot. Start with 5 wheat seeds and 3 carrot seeds, but immediately pre-plant one wheat and one carrot during initialization, so the visible starting inventory becomes Wheat (4) and Carrot (2). Clicking the Wheat or Carrot buttons selects the seed type; the buttons display the current counts. Clicking an empty dirt plot plants the selected crop if that seed count is above zero, subtracts one seed, and places a small crop model. Wheat uses a small wheat stage model initially and carrots use a carrot model. Clicking a crop that has finished growing harvests it: remove the crop, increment a Harvested counter, return one seed of that crop type to inventory, clear the plot, and show a brief small golden particle burst.

Give wheat a 22-second growth timer and carrot an 18-second timer. A planted crop changes to a growing state at 40% of its timer; for wheat, replace the initial small wheat model with a larger second-stage wheat model. When the timer reaches its limit, make the plot ready. Ready crops should visibly glow or have a subtle green emissive highlight and be harvestable by clicking them. Growing/ready crop models should have a very slight gentle wind rotation/ sway. Keep track of four plot states: empty, planted, growing, and ready. Also support the keyboard P key as a convenience action that plants the currently selected seed in the nearest empty plot to the player.

Use a clean fixed overlay HUD with rounded semi-transparent white panels and system sans-serif text. Upper-left panel title is "Seeds" with two green buttons labeled like "Wheat (4)" and "Carrot (2)" after the initial pre-planting. Upper-right panel is right-aligned and reads "Harvested: 0" and "Crops ready: 0" initially. Bottom-center panel displays the exact gameplay hint: "WASD to move • Click dirt to plant • Click glowing crops to harvest • Space to jump". Make the HUD panels and buttons readable over the scene, with green seed buttons and subtle shadows. The main objective is to walk around the farm, plant available seeds, wait for crops to grow, then click glowing ready crops to harvest them and build the harvested count while replenishing seeds.

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