Arcade › Cozy Farm
Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Cozy Farm yet. Play it, then tell the creator what you would add next.
Cozy Farm was built 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.
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 simple 3D browser game titled "Cozy Farm" using a Three.js-style renderer and a third-person camera. The scene is a quiet, low-poly/cozy farm viewed from an elevated perspective behind and above the farmer: a large flat green grass ground plane, a central 4-by-4 grid of 16 square dark-brown dirt plots with narrow green gaps, and a farmer character starting in front of the field. Use soft natural lighting with a pale sky-colored hemisphere light, warm directional sunlight, soft shadows, and light green distance fog. Place a barn-like farm building near the back-right of the farm, an oak tree toward the back-left and another toward the far right/back, plus four simple fence pieces around the farm perimeter. Keep the composition uncluttered and match the visible screenshot’s subdued green/brown palette and low-poly asset aesthetic. The player is a third-person farmer avatar, positioned initially around world coordinate (0, 0, -6), with the camera initially around (0, 9, 12) looking toward the field. Allow walking with WASD and arrow keys via third-person movement controls; use a movement speed around 5.5, no jump, and keep the camera following the player at roughly 7.5 units distance. Add a subtle vertical bob while moving and an idle animation if the farmer model provides one. The central farm consists of exactly 16 clickable plots arranged in four columns and four rows, each about 1.8 world units apart and slightly smaller than the cell spacing. Clicking a plot performs a context-sensitive action: if it is empty, plant the currently selected crop; if it contains a crop and that crop has finished growing, harvest it and add one item to the corresponding inventory. Clicking an immature crop does nothing. Planting should slightly darken the dirt. When a crop is ready, darken the dirt further as a visual readiness cue. Provide exactly three crop choices in the top-left HUD: Carrot, Pumpkin, and Wheat. Carrot is selected initially. Use distinct colored buttons: orange for Carrot, bright golden-orange for Pumpkin, and tan/gold for Wheat. The selected button has a clear green outline. Plant the selected crop model centered on the clicked plot, with carrots taking about 12 seconds to mature, pumpkins about 22 seconds, and wheat about 32 seconds. Crops grow continuously in real time at one growth unit per second, visually scaling up modestly during growth. Carrots use a single-stage crop appearance, pumpkins a two-stage definition, and wheat a three-stage definition/final wheat appearance; it is sufficient to show the planted crop model while it grows, scaling it from roughly 1.1 to 1.35 (wheat slightly smaller) and changing mature wheat to a warmer tan. Once mature, another click removes the crop and increments the harvested inventory. There are no starting crop quantities, seed consumption rules, enemies, currency, quests, or other farming systems. Build a fixed overlay HUD across the top of the screen. On the left, show a dark translucent rounded panel labeled "SEEDS" above the three seed buttons. On the right, show another dark translucent rounded panel with the exact counters "Carrots: 0 | Pumpkins: 0 | Wheat: 0" initially, updating as crops are harvested, and the instruction text "Click a plot to plant or harvest. Walk with WASD / arrows." Use white system-style text, compact padding, rounded corners, and an otherwise black page background behind the full-screen canvas. The HUD should remain screen-fixed, while clicks on the seed buttons select a crop and clicks on the 3D dirt plots plant or harvest through raycasting. Render full-screen responsively and preserve the elevated third-person camera view on resize.