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Critter Grove

  • 3d
  • third-person
  • collection
  • casual
  • low-poly
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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. Cameron Mains built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Critter Grove yet. Play it, then tell Cameron Mains what you would add next.

Make your own game

Critter Grove was built by Cameron Mains 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 Grove 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 Grove

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 third-person collection game titled “Critter Grove.” The player controls a rounded capsule-like character: a tall blue cylindrical/capsule body with a bright red half-sphere cap on top. Place the character in a sunny low-poly meadow viewed from behind and slightly above, with a follow camera about 7 units behind the player. The world has a pale blue sky with light fog, a broad green circular meadow, and a long rectangular sandy/beige path running through the center. Add scattered low-poly trees around the meadow and small clumps of tall stylized grass along the path edges.

The goal is to find and catch three animated critters. Spawn exactly three critters in the meadow: a purple alien-like monster called “sproutling” around the left side of the path near the front, a bee called “buzzlet” farther ahead on the right, and a chicken called “pecklet” farther ahead on the left. Use cute simple low-poly animated 3D creature models, and have each one gently wander/oscillate around its starting location while bobbing. The critters should be catchable when the player is within roughly 3.2 world units. Catching the nearest living critter makes it disappear, increments the caught count, and displays a brief notification such as “Caught sproutling!” Once all three are caught, show “Meadow complete!”

Movement should support WASD and arrow keys: A/D or left/right move sideways, W/S or up/down move forward and backward relative to the game, and Space makes the character hop/jump. Include a prominent yellow rounded “Catch Critter” button at the bottom right for mouse/touch input, and also allow the E key to catch the nearest critter. If no critter is close enough, show a brief “Move closer to a critter” message. When a critter is nearby, temporarily show a nearby prompt in the HUD, such as “Nearby: buzzlet · press Catch.”

Use a clean, colorful, friendly low-poly 3D presentation with soft shadows, bright daylight, gentle ambient and directional lighting, and a simple uncluttered environment. Add a dark charcoal rounded HUD panel in the upper-left reading “CRITTER GROVE” in yellow uppercase text and “Critters caught: 0/3” beneath it, updating to 1/3, 2/3, and 3/3 as creatures are caught. Add a dark translucent rounded instruction bar along the bottom reading approximately “WASD / arrows to move · Space to hop · get close,” partly behind the yellow catch button. Keep the camera and framing similar to the reference: the blue/red player large in the foreground centered on the sandy path, with the purple critter visible off to the left and meadow scenery extending toward the horizon.

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