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Crossover Cove

  • 3d
  • exploration
  • sandbox
  • mobile
  • third-person
  • stylized
  • social
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. Hilda Martinez built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Crossover Cove yet. Play it, then tell Hilda Martinez what you would add next.

Make your own game

Crossover Cove was built by Hilda Martinez 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 Crossover Cove 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 Crossover Cove

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 mobile-friendly third-person 3D exploration sandbox called “Crossover Cove.” Use Three.js or an equivalent real-time 3D engine, with a bright stylized low-poly look: a pale blue sky with light fog, soft shadows, warm cream sandy island ground, simple rounded/capsule-shaped characters, saturated platform colors, and translucent dark glassmorphism HUD panels. The camera should follow behind and slightly above the player, smoothly lerping as the player moves, and look toward the player’s upper body. The world is a circular island bounded to a radius of about 32.5 world units, with a central cream-colored circular Hub Plaza and seven themed circular platforms arranged around it. Each platform is a raised colored disk about 5.6 units across with a thin glowing contrasting torus ring and a floating dark rounded label naming the zone. The player starts at the center of the hub. The player avatar is an original simple white capsule-like body with a small peach sphere head, a blue glowing torus trim around its middle, subtle vertical bobbing, and a slowly rotating trim. Movement is free roaming on the horizontal plane at speed about 6 using WASD or arrow keys on desktop, and a virtual analog joystick on mobile; normalize diagonal movement, rotate the avatar toward travel direction, and clamp the player inside the island boundary. Do not add combat, health, inventory, collectibles, missions, or win/lose conditions: the activity is exploration, meeting characters, and triggering a visual pulse.

Build these seven zones and place one original NPC on each platform. NPCs should be small stylized figures made from a colored capsule body, peach spherical face, and a contrasting rectangular cape/back piece, with a floating name label. NPCs gently bob in place. Use exactly these zone names, colors/themes, and NPC dialogue data: (1) Ocean Stage at approximately (0,-17), blue platform with golden accent, two simple palm trees and a cream sail prop; NPC “Kai of the Tides,” title “Voyager,” with dialogue about charting currents, trading stories, and fearless explorer energy. (2) Toy Lab at (15,-9), coral/red platform with purple accent, six alternating yellow and purple toy cubes and a cyan metallic torus pipe that spins; NPC “Patch Grin,” title “Prototype,” a stretchy stitched mascot guarding a factory floor and loving dramatic entrances. (3) Moonlit Inn at (18,10), lavender platform with pink accent, three dark hotel towers of varying heights and a glowing pale moon; NPC “Count Bellshade,” title “Host,” running a spooky-friendly hotel where strange travelers get soup, rooms, and dance-floor rights. (4) Highland Glen at (-18,10), green platform with orange accent, gray rocks, three dark green pine cones/trees, and a pale circular archery target; NPC “Rowan Ember,” title “Archer,” stubborn and quick, always one perfect shot away from proving a point. (5) Carnival Canopy at (-17,-10), golden/yellow platform with bright blue accent, four stacked colorful overhead torus arches and five colorful feather/cone props; NPCs are the single NPC entry “Lumo & Pica,” title “Duo,” two festival birds represented by the one stylized NPC, always singing, joking, and recruiting the player into a parade. (6) Coral Garden at (0,20), turquoise platform with coral-pink accent, seven small rounded coral forms in varied pink, turquoise, yellow, and blue plus a pale shell prop; NPC “Nori Reefglow,” title “Guide,” who knows hidden tunnels and currents carrying treasure. (7) Skyline Alert at (24,0), lime-green platform with pink accent, four gray metallic city towers of increasing height and a rotating glowing lime octahedron rescue beacon; NPC “Glim Vega,” title “Defender,” a smiling jetpack-equipped protector with no fear of giant problems. Keep the characters and props original and only capture broad genre moods, not copyrighted characters.

Add ambient hemisphere lighting and a warm directional sun with soft shadow casting. Make platform rings subtly sway, the pipe/beacon rotate, coral and props bob gently, and labels face the camera. The current zone is determined by being within about 6.6 units of a zone center; otherwise show “Hub Plaza.” The top-right HUD chip must display the current zone and, when close enough, “Near [NPC].” The top-left panel must show the title “Crossover Cove” and a description of the mashup sandbox. Near a character (within about 3.2 units), show a hint such as “Near [NPC] — press E or tap Meet.” Pressing E or the orange “Meet” button opens a centered dark dialogue modal with the NPC name, a zone/title badge, their description, an inspiration note, and a blue “Back to sandbox” button; opening dialogue stops movement, Escape closes it, and closing resumes roaming. If Meet is pressed away from an NPC, show a hint directing the player toward a glowing zone ring and character.

Add a blue “Pulse” button and Spacebar action. Each pulse creates a cyan-blue expanding torus ring centered on the player, rising slightly while growing rapidly and fading out over roughly 0.9 seconds. Temporarily increase the sky and fog hue/intensity during the pulse, and track the pulse count internally. The bottom UI should have a large translucent circular virtual joystick at lower left with a blue gradient knob, an orange Meet button above a blue Pulse button at lower right, and a centered translucent hint panel above the controls. Make the layout responsive for narrow portrait screens, respect safe-area insets, prevent page scrolling, and use large touch targets. Expose optional non-visual debug state hooks equivalent to getGameState/setGameState containing player coordinates/facing/speed, current zone, nearby NPC, dialogue state, pulse energy, and pulse count, but do not show debug overlays.

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