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Critter Chorus

  • 3d
  • music
  • casual
  • simulation
  • toy
  • mobile-friendly
0
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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. brucej0324 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Critter Chorus yet. Play it, then tell brucej0324 what you would add next.

Make your own game

Critter Chorus was built by brucej0324 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 Chorus 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 Critter Chorus

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 interactive 3D musical toy called “Critter Chorus.” Use a Three.js-style WebGL scene with a single floating low-poly island visible at a time, viewed by a perspective camera from an elevated orbiting angle. The world should feel cute, dreamy, colorful, and slightly toy-like: use cute low-poly animated monster models and simple low-poly floating-island props, with soft shadows, fog, floating sparkles, and bright themed sky colors. The island is a chunky decagonal floating platform: a broad green or blue top, a tapered darker rocky underside, a glowing accent-color rim, a small glowing octahedral core hanging below, and a faint circular aura around it. Put three monster performers around the island on dark cylindrical pedestals with colored glowing rings and short translucent beams. Monsters should idle animate when muted and switch to a more energetic dance/flying animation when active; they should gently bob, and their pedestal rings/beam should pulse when their musical notes play.

The core goal is to build a layered looping chorus. There are exactly three selectable themed islands, each with three named singers and its own tempo; only the selected island is visible and audible. Tapping a monster directly in the 3D world, or tapping its corresponding HUD card, toggles that monster between muted and singing. Starting audio must require the user’s first pointer tap or keypress because of browser audio restrictions. Use Tone.js or an equivalent Web Audio music scheduler to loop each performer’s short two-measure sequence in sync. When active, a monster’s sequence plays through a voice appropriate to its part; when inactive, its part is muted. Include a soft interface click sound on toggles and island changes if available.

Island 1 is “Bloomroot Isle,” subtitle “Sunny drums and chirpy roots,” tempo 92 BPM, with a light sky-blue background and pale blue fog, green top, purple-brown underside, and warm yellow accent. Its garden props include two small trees, mushrooms, and a crystal. Place these three performers as follows: Thornbell, a cactus monster with “cactus bells,” an FM-style synth part, on the left/rear side; Peepdrum, a chicken monster with “egg kick,” a membrane/drum synth part, at the front/center; and Snipsway, a crab monster with “clacky rhythm,” a plucked synth part, on the right/rear side. Start the game with Thornbell and Peepdrum singing on this island, while Snipsway is muted.

Island 2 is “Prismfall Key,” subtitle “Glassy echoes and hover harmonies,” tempo 110 BPM, with a deep purple sky and violet fog, blue top, dark violet underside, and pale cyan accent. Decorate it with large crystals, a mushroom, and a tiny tree. Its singers are Nebulo, an alien with “soft synth pads” using a duo-style synth, on the left/rear; Humbuzz, a bee with “buzz lead” using an AM synth, hovering at the front/center; and Wispnote, a ghost with “airy oohs” using a light triangle synth, on the right/rear. Wispnote should start active, while Nebulo and Humbuzz start muted.

Island 3 is “Moonmoss Atoll,” subtitle “Night critters with a spooky bounce,” tempo 102 BPM, with a very dark navy sky and blue-violet fog, green top, dark purple underside, and mint-green accent. Add twilight props: two small trees, mushrooms, and a crystal. Its performers are Flitter, a bat with “flutter arps” using a metallic synth, on the left/rear; Capsule, a mushroom monster with “woodland plunks” using a plucked synth, at the front/center; and Frostum, a yeti with “icy bass hum” using a low bass synth, on the right/rear. These begin muted.

Use these musical identities and make each part loop independently but stay synchronized: Bloomroot’s Thornbell plays a sparse C4/E4/G4/A4/G4 bell phrase, Peepdrum plays low C2/G1/C2/A1 drum hits, and Snipsway plays short G3/A3/B3/D4/A3 rhythmic plucks. Prismfall’s Nebulo plays sustained C4/E4/G4/B4 pad notes, Humbuzz plays a higher E5/D5/B4/D5/E5/B4 lead, and Wispnote alternates sustained G4 and A4. Moonmoss’s Flitter plays short C5/G4/D5/A4/E5/G4 flutter notes, Capsule plays A3/C4/E4/G4/E4 plunks, and Frostum plays low F2/C3/D2/A2 notes. Keep active parts limited to the current island and update the tempo when switching islands.

Build a glassy dark HUD over the scene using rounded translucent navy panels, subtle borders, blur, and a friendly rounded display font. The top panel must show the title “Critter Chorus” and the subtitle “Original monster-music islands — tap a singer to join the jam.” It also contains three pill-shaped island buttons labeled with the island names; the selected island button is highlighted with a mint-to-blue gradient. A lower status panel shows the current island name, its subtitle, an active count such as “2/3 singing,” and its BPM, plus a status pill that says “Tap to start audio” before audio begins and “Audio live” afterward. Under it, show three monster cards for the selected island. Each card displays the monster name, its tone description, and either “Now singing” or “Muted — tap to join”; active cards use a brighter mint/blue highlighted style. At the bottom, show the instruction: “Drag to orbit the island. Pinch-wheel or scroll to zoom. Tap a monster in 3D or use the cards below.” On narrow screens, stack the cards vertically.

Include an initial full-screen loading overlay with a dark radial dreamy background, the title, the message “Loading your islands and little weirdos…”, and a multicolor progress bar while the 3D assets load; fade it away once the world is ready. Support pointer/touch dragging on the canvas to orbit horizontally and vertically around the island, with pitch clamped to a useful elevated range, and mouse wheel or pinch-wheel style zoom with a bounded camera radius. A click without meaningful drag should raycast against the monsters and their pedestals to toggle the selected performer. Islands should gently bob and rotate, sparkles should drift around them, and the camera should smoothly follow its orbit target. Provide responsive resizing and preserve the HUD above the canvas.

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