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Arcade › Critter Commerce
Click the game above and it runs right here in your browser. No download, no installer, no account needed. starflight265 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Critter Commerce yet. Play it, then tell starflight265 what you would add next.
Critter Commerce was built by starflight265 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 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.
Recreate a playable browser game titled “Critter Commerce” as a cozy-but-creepy low-poly, top-down 3D survival/combat loop. Use a dark circular forest arena with a deep blue-green ground, exponential fog, cool moonlight, soft shadows, scattered low-poly trees (brown trunks with dark green spherical crowns) and gray faceted rocks around the perimeter. Put a small wooden market stall at the north/back of the arena: a dark rectangular base, four thin posts, and a raised canopy, warmly lit by an orange point light. Mark the selling area in front of it with a faint glowing amber circular ring. The player is a tiny cute animal entrepreneur centered in the arena, built from simple low-poly shapes: a tan capsule-like body, tan spherical head, and a small dark nose projecting forward. Start the player near the south side of the arena. Use a perspective camera positioned high and behind the player, following smoothly while keeping the view top-down-ish; the player’s facing direction matters for attacks. On desktop, move with WASD or arrow keys, aim/facing follows the mouse cursor projected onto the ground, attack with left mouse or Space, interact with E, and pause with Escape. On touch devices, show a translucent virtual joystick at bottom-left, an Attack button at bottom-right, and an E/interact button below it; face the movement direction on mobile. Keep movement constrained to the circular arena. Implement the core loop: green slimes spawn from distant positions around the arena over time and chase the player. Each slime is a bright green bobbing low-poly sphere/blob with one small dark eye. Their health, movement speed, contact damage, spawn cap, and spawn frequency gradually increase as the wave value ramps. Slimes damage the player when close on a short cooldown. The player has a short-range forward-facing attack cone/arc with a visible pale cyan rotating slash effect, an attack cooldown of about 0.38 seconds, and starting damage of 8. A hit reduces slime health; defeated slimes disappear, give a small immediate +1 coin, and drop a floating, rotating golden faceted loot gem. The player automatically picks up a gem when close, increasing the bag Loot count. When the player enters the amber stall/sell ring, show a centered prompt. Press E (or the mobile E button) to sell all carried loot first: each loot item is worth 6 coins, clear the loot count, and briefly show a message such as “Sold X loot for Y coins.” If there is no loot, E instead attempts to buy the currently cheapest suggested upgrade when affordable, or displays its cost. Available upgrades are Damage +1, Speed +10%, and Max HP +10; costs scale from their current stats, and purchasing deducts coins. Max HP upgrades also restore up to the added amount of health. Do not add an inventory screen or additional shop interface—the interaction is a simple prompt/message in the stall zone. HUD: place a horizontal HP bar at the top-left, labeled “HP,” with a green-to-yellow-to-red fill that scales with current health. At the top-right show rounded pill counters “Coins: 0” and “Loot: 0,” updating throughout play. On mobile, overlay the joystick and two rounded controls at the bottom. Show centered contextual prompts only near the stall. Use a dark, translucent, rounded overlay for pause and game-over states. Escape toggles pause and displays a pause message with “Press Esc to resume.” If health reaches zero, stop gameplay and show a large “Game Over” overlay with the final “Coins: N,” plus a rounded “Restart” button that reloads/resets the game. Start with 100 HP/max HP, 0 coins, 0 loot, speed 7.2, and the player’s basic damage as above. Include subtle sound feedback if supported: a dark ambient chord pad, attack/hit sounds, pickup chime, selling and purchase sounds, and damage sound, initialized only after user interaction. Keep the visual treatment minimalist, atmospheric, and faithful to simple geometric low-poly forms rather than detailed textures.