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Critter Keeper

  • 3d
  • virtual-pet
  • casual
  • simulation
  • cute
  • pastel
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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. aogenius built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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

Make your own game

Critter Keeper was built by aogenius 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 Keeper 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 Keeper

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 polished, simple 3D virtual-pet game titled “Critter Keeper,” subtitled “raise a tiny star.” The game is a care-and-growth experience, not an exploration game: use a fixed third-person perspective camera looking toward the center of a small outdoor meadow, with a cute purple alien-like creature named Pip standing in the foreground/center on a large cream-colored circular training rug. The creature should be a rounded, squat, dark-purple monster with a large oval body, several short side limbs, and two antennae, rendered with a softly faceted/cartoony 3D style. It idles with a subtle floating/bobbing motion and slight movement, and should visibly animate for each action: a bite/eating animation when fed, a jump when trained, a dance when played with, and an idle/rest pose when resting. Give it a small name label, “Pip,” near/above the creature and keep the scene free of combat or enemies.

Build the environment as a bright, friendly low-poly meadow under a pale cyan sky. Use a broad green circular meadow platform, a large pale cream circular rug in the middle, and a small flat blue pond toward the left side. Add a few stylized trees around the perimeter: simple brown trunks with rounded green spherical crowns, including trees on the left and right edges and one farther back. Use soft directional sunlight, ambient lighting, contact shadows, and light atmospheric fog for the pastel toy-like appearance. Keep the camera at approximately eye-level above the rug, facing the creature from the front, with the creature large in the lower-middle of the view; the meadow and trees should form a calm background. Do not add player movement, inventory, map screens, or additional gameplay systems.

The core interaction is through a bottom-center action bar with large rounded pastel buttons. Include these actions and implement their exact effects on persistent in-memory pet stats, clamped between 0 and 100:
- Feed (apple icon): hunger +24 and happiness +5; play the bite animation and show the temporary message “Yum! Tasty berry snack!”
- Train (flexed-arm icon): if energy is below 15, do not perform the action and show “Pip needs a nap first.” Otherwise energy -15, happiness +4, and award +2 XP; play a jump animation and show “Training complete! +2 XP”.
- Play (ball icon): if energy is below 10, do not perform the action and show “Pip is too sleepy.” Otherwise energy -10, hunger -5, happiness +16, and award +1 XP; play a dance animation and show “That was fun!”
- Rest (sleep icon): energy +28 and hunger -4; switch to the idle/rest animation and show “A cozy little nap...”
- Rename (pencil icon): open a name prompt initialized with the current name; accept a nonempty trimmed name up to 14 characters, update the displayed name, and show “Meet [name]!” This button may be hidden on narrow mobile screens.

Start the pet with name Pip, happiness 72, hunger 64, energy 78, level 1, and 0/5 XP. Each five XP earned should consume the five XP, increase level by 1, and show “Level up! [name] is shining!” in the temporary speech/message bubble. Once per second, passively reduce hunger by 0.35 and happiness by 0.15; while not resting, reduce energy by 0.12. Refresh the HUD values continuously enough that the bars and numbers visibly update. Do not allow stats below 0 or above 100.

Create a clean responsive overlay HUD over the 3D canvas. In the upper-left, show a translucent white rounded card with the bold title “Critter Keeper” and the smaller subtitle “raise a tiny star.” In the upper-right, show a matching translucent rounded stats card with labeled horizontal progress bars and numeric values for Happiness, Hunger, and Energy. Use pink for happiness, golden yellow for hunger, and light blue for energy, with pale gray empty bar tracks. Below them show Level with a purple star and the current level, plus the XP counter in the form “0/5 XP.” Around the creature, show the current pet name and the instruction “tap an action to care for your creature.”

At the top-center area, display short-lived white rounded speech/status bubbles with a subtle shadow whenever an action or level-up occurs; fade them in and out after roughly 1.8 seconds. Use a soft pastel UI palette, dark navy text, rounded corners, subtle borders, translucent white cards, and gentle shadows. Make the bottom action panel a centered translucent white rounded card with wrapped buttons: Feed in pale yellow, Train in mint green, Play in pink, Rest in light blue, and Rename in pale lavender. Ensure the UI works on desktop and mobile: on small screens stack the upper HUD cards vertically, resize the buttons, and hide Rename if needed. The overall result should feel like a cheerful, minimal virtual pet scene with a stable camera and immediate button feedback.

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