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Critter World

  • 3d
  • third-person
  • exploration
  • low-poly
  • cozy
  • animal
  • mobile-friendly
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Keganred3 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Critter World yet. Play it, then tell Keganred3 what you would add next.

Make your own game

Critter World was built by Keganred3 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 World 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 World

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 simple playable Three.js third-person exploration game titled “Critter World.” The scene is a bright, friendly low-poly meadow island viewed with a perspective camera following the player from behind at roughly a 6.8-unit distance. Use a pale aqua sky/background with matching distance fog, strong warm sunlight from the upper-left/front, soft shadows, and a colorful low-poly aesthetic with flat-shaded geometric forms.

World: Make the ground a broad, low, irregular 12-sided circular island/meadow: a green low-poly cylinder approximately 23–25 units wide and 1.2 units thick, with its top around y=0. Add a smaller, shallow 12-sided sandy/tan circular path or clearing approximately 5–6 units wide centered on the island. The island should receive shadows. Scatter environmental props around the meadow: several stylized low-poly trees around the perimeter (roughly at (-8,-7), (9,-5), (-10,5), (9,7), (-5,9), and (6,10)), four bushes around (-7,2), (7,2), (-2,-8), and (3,8), and three small flower props near (-2,4), (3,-6), and (6,6). Use simple cube-world-style low-poly tree, bush, and flower models or equivalent, with shadows enabled. Keep the walkable area bounded approximately x=-11..11 and z=-10..11 for wandering neighbors, with the island visible beyond it.

Player: Create a cute stylized brown/orange low-poly animal avatar centered initially at (0,0,2.2). It has a rounded capsule body with a large faceted icosahedron head, small pointed polygon ears, two dark spherical eyes, a small dark brown nose, simple angled cylindrical arms, and two short cylindrical legs. The body is around 1 unit tall, with the head above it; use warm medium brown body/limbs and a slightly lighter orange-brown head. The avatar casts a shadow. Allow movement using WASD and arrow keys, with a third-person follow camera. Support Shift to run, Space to hop/jump with gravity, and a mobile virtual joystick/touch control. Movement speed should be about 4.2 and jumping should feel like a small hop (jump speed about 7, gravity about -22). The camera should use a 50-degree perspective view and follow/target the player smoothly in third person.

Friendly neighbors: Add three non-hostile anthropomorphic low-poly animals that idle and roam independently: a fox at approximately (-4,-2), a panda at (4,-3), and a brown bear at (2,5). Build each from a capsule body, faceted oversized head, eyes, muzzle, nose, simple cylindrical arms and legs, and ears. The fox should be orange-red with dark brown details and a light cream muzzle; the panda should be off-white with dark ears/legs and dark patches around its eyes; the bear should be medium brown with darker limbs/details and a lighter muzzle. Give the fox pointed ears, the panda and bear rounded ears (the bunny ear variant is not used for these three). Scale them around 1.05–1.1. They should wander slowly and randomly within the meadow bounds at approximately 0.45–0.70 units per second, turn around at boundaries, and face their direction of travel. Animate their walk with subtle body/head bobbing, alternating arm and leg swing, and idle swaying when not moving. Make them blink occasionally by briefly compressing their eye geometry vertically. These are friendly ambient creatures only: no combat, collecting, health, score, dialogue, inventory, or win/lose state.

Lighting/rendering: Use hemisphere lighting with a warm cream sky contribution and greenish ground contribution, plus a strong warm directional sun that casts soft PCF shadows. Enable antialiasing, shadows, sRGB output, ACES filmic tone mapping, and subtle exposure around 1.05. Set the scene background and fog to pale aqua, with fog beginning around 24 units and ending around 62 units.

HUD/overlay: Place a fixed UI layer over the canvas. At the upper-left, show a rounded cream translucent panel with a muted dark green-gray 2px border and soft shadow. It contains the bold, widely letter-spaced title “CRITTER WORLD,” the subtitle “A tiny low-poly island full of friendly animal neighbors.”, and a coral/orange pill badge reading “EXPLORE THE MEADOW” in white bold text. At the bottom center, show a dark translucent green-gray rounded hint bar with cream/white text: “WASD / arrows to wander · Shift to run · Space to hop · mobile joystick supported”. The overlay should not block gameplay input. On mobile, show/support a translucent circular joystick control near the lower-right, as implied by the mobile control system. The overall presentation should match a cheerful, clean low-poly island diorama rather than an action game.

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