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Arcade › Crystal Catcher
Click the game above and it runs right here in your browser. No download, no installer, no account needed. La Ville Lumière built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Crystal Catcher yet. Play it, then tell La Ville Lumière what you would add next.
Crystal Catcher was built by La Ville Lumière 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 Crystal Catcher 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.
Create a playable third-person 3D collection game titled “Crystal Catcher.” Use Three.js or an equivalent real-time 3D engine with a perspective camera following the player from behind and slightly above (roughly 55-degree FOV, about 5.5 units back and 2.4 units high). The game should open directly into an active round with the player at the center of a small, circular grassy island. Surround the green island with a narrow sandy beach ring and a shallow blue water disc; keep the player inside the island with an invisible circular boundary. Use a bright pale-blue sky, light atmospheric fog, soft shadows, hemisphere fill lighting, and a warm directional sun. The player is a human rigged 3D character loaded from the provided asset “assets/Rig_model_mia.glb”; in the reference this appears as a male soccer-uniform character wearing a black jersey with a large white 7, black shorts, socks, and shoes, initially standing in a T-pose/idle stance. Place the character at (0,0,0), cast a shadow, and play the model’s idle animation when stationary. Support walk and run animation clips when moving, and a jump animation while airborne. Make the character face the direction of travel. Movement should support WASD and arrow keys, with normal movement around speed 7, holding Shift to run around speed 12, and Space to jump using gravity and a jump speed around 7.5. On touch devices provide the runtime’s third-person virtual movement control/joystick and allow dragging to look around; the visible mobile presentation should resemble the reference, with a translucent circular joystick/control area at lower right. Keep the camera and controls responsive to window resizing and mobile portrait screens. Place exactly 12 collectible cyan/aqua crystals around the island at the beginning of each round. Randomize their positions each round using evenly distributed angles with slight random angle offsets and distances approximately 4–18 units from the center, leaving the center clear. Each crystal is a small bright faceted octahedron, semi-transparent with cyan emissive glow, floating around y=1 and slowly bobbing up and down while rotating. Put a faint pulsing cyan circular halo/ring on the ground beneath every crystal. A crystal is collected when the player comes within approximately 1.6 horizontal units; remove both the crystal and its halo, increment the collection count, and add 100 points. There are no enemies, combat, health, lives, weapons, or other objectives. The sole goal is to collect all 12 crystals before the countdown expires. Play short pickup, jump, and victory sound effects if audio is available. The island should be populated with low-poly park-like decorations that do not obstruct the central crystal area: stylized leafy green trees with brown trunks and rounded green bushes, casting soft shadows. Use tree and bush assets comparable to the referenced park props, with several trees around the perimeter and scattered bushes. The scene should feel sparse and bright, with a flat green ground, visible beach horizon, and strong character/prop shadows. Keep decorative props static and avoid adding gameplay hazards. Build a fixed HTML HUD over the 3D view using dark translucent rounded pill panels near the upper-left. Show, from left to right: “0 / 12” collection progress in yellow, “Score 0” in cyan, and “60s” in light green. The title “CRYSTAL CATCHER” should appear at the upper-right in small uppercase white text with letter spacing. At the bottom center show the control hint: “WASD / Arrows to move · Shift to run · Space to jump · Drag to look”. The timer counts down from 60 seconds in real time, updates every frame, and turns red when 10 seconds or less remain. When all 12 crystals are collected, stop the game, preserve the final score, play a victory sound, and show a centered dark translucent blurred overlay reading “You win!” with text such as “Score [score] with [remaining seconds]s to spare.” Include a rounded cyan “Play again” button. If the timer reaches zero first, stop movement/collection gameplay and show the same style overlay titled “Time’s up!” with “You collected [collected]/12 crystals. Score [score].” The Play again button resets score, count, timer, player position, and spawns a fresh set of 12 crystals and halos.