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Arcade › Critter Catch
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Karson Spoerle built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Critter Catch yet. Play it, then tell Karson Spoerle what you would add next.
Critter Catch was built by Karson Spoerle 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 Critter Catch 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 small third-person 3D creature-collector roam-and-catch game titled “Critter Catch.” Use a simple toy-like low-poly aesthetic with bright green ground, soft dark blue/black fog and shadows, basic geometric models, and a 36-by-36 square playable field. The camera is a smooth over-the-shoulder/third-person perspective behind a small white-gray cylindrical player avatar with a cyan visor; the avatar faces the direction of movement. Keep the player inside the field boundary, marked by a faint glowing pale-blue ring around the edge. Light the scene with soft sky/hemisphere light and a directional sun, with shadows enabled. Populate the field with four distinct circular tall-grass patches: approximately at (-10,-7), (9,-9), (-6,10), and (10,8), with radii around 3–4 units. Each patch has a darker green circular base and many bright green upright grass blades. Add three gray stone ruin landmarks, each made from a raised square slab, four chunky irregularly rotated square pillars, and a simple overhead beam/arch: around (-12,6), (12,0), and (0,-12). Place two floating, slowly spinning capture-orb pickups in/near each ruin, for six total. The generic capture orb is a small stylized sphere with a white lower shell, red upper half, dark horizontal band, and a white button; it bobs slightly and gives the player +2 Capture Orbs when touched. The player starts at the center with 6 Capture Orbs. Support WASD and arrow keys for movement, Shift for sprint (about 1.55x speed), Space to throw, and R to reset the entire run. Clicking or pressing any key should initialize minimal synth audio. In free roam, Space consumes one orb and launches a small white orb projectile in the player’s facing direction with a slight upward arc; limit active free-roam projectiles to three, and let them expire after a short time. A projectile that hits a roaming critter captures it immediately. Play minimal synthesized sounds for throws, successful captures, misses, and pickups. Have up to six roaming wild critters in the world, built from simple shapes: a colored round body, two dark pointed cone ears, and small white eyes with dark pupils. Critter types are Sprout (light green), Ember (orange-red), and Tide (blue). Roaming critters bob gently, wander around the field, turn while moving, and become shy and move away when the player approaches. Ensure there are enough visible roaming critters to make the field feel alive, while spawning new critters as needed without exceeding six active ones. Tall grass is the encounter trigger. While the player stands inside a grass patch, gradually ramp an encounter meter/chance; after enough time, start a Wild Encounter. During an encounter freeze player movement and show a centered/top-center dark translucent rounded encounter panel with the wild critter facing the player. Provide clear “Throw Orb” and “Run” buttons. Throwing during an encounter consumes one Capture Orb and uses a simple capture chance of roughly 58%, increased by 8% while still in grass, capped near 88%. On success, remove the wild critter, increment the total and its type count, show a brief captured message, then close the encounter. On failure, show that the critter broke free and allow another throw. If there are no orbs, show a no-orbs message directing the player to explore ruins. Run removes the wild critter and briefly reports that the player got away safely. Encounters have a brief cooldown before another can begin. Do not allow movement during the encounter. Build a prominent dark translucent rounded HUD panel in the upper-left, matching the visible style: heading “Critter Dex,” “Captured: 0 / 12” (with a goal indicator once reached), current “Capture Orbs,” and a three-line breakdown for “Sprout,” “Ember,” and “Tide.” Below it display contextual status text: outside grass, “Find tall grass patches to trigger encounters”; in grass, “In tall grass — wild critters may appear”; in an encounter, identify the current type as a “Sprout Critter,” “Ember Critter,” or “Tide Critter” and say to throw or run. Include a large centered reticle over the 3D view: a pale circular ring with a small central dot. Along the bottom, show a wide dark translucent rounded instruction panel reading “WASD move · Shift sprint · Space throw · R reset” and a smaller tip “Tip: click once to enable sound.” Keep the game focused on the simple roam, explore, collect-orbs, encounter, throw/capture-or-run loop; do not add combat, health, inventory, named characters, or other unshown systems.