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Crystal Grove

  • 3d
  • third-person
  • exploration
  • collectathon
  • low-poly
  • mobile-friendly
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. Artin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Crystal Grove yet. Play it, then tell Artin what you would add next.

Make your own game

Crystal Grove was built by Artin 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 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 Crystal 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 playable third-person 3D exploration/collection game titled “Crystal Grove.” Use Three.js-style rendering with a perspective camera following a player avatar from behind at about 7 units distance. The scene should have a bright pale sky-blue background with light atmospheric fog, soft shadows, and a simple low-poly/cartoon natural environment. The ground is a large flat green meadow, with a broad tan circular dirt path/clearing centered in the grove (roughly 9-unit radius) and slightly above the meadow surface. Place a modular low-poly adventurer character at the starting position near the back edge of the clearing, facing into the scene; the visible model is a human in dark olive/green adventurer armor or clothing, with brown hair, backpack/shoulder gear, gloves, pants, and dark boots. Use idle, walk, and run character animations if available, switching based on movement.

The core goal is to find and collect all 8 small crystals distributed around the meadow. Place crystals at these approximate world coordinates relative to the grove center: (-5, 1), (4, 1), (-3, -4), (5, -4), (0, -9), (-7, -7), (8, -8), and (7, 7). They should be small stylized low-poly crystal/gem objects, visibly glowing or brightly colored enough to stand out against the green and tan ground. Each crystal should gently bob vertically, rotate continuously, and disappear when the player comes within approximately 1.25 world units. Increment the collection count on pickup. Show a short centered purple notification near the top saying “Crystal collected!” after a normal pickup, and “Grove restored!” after the eighth and final crystal. Do not add enemies, combat, health, timers, weapons, or other goals.

Add simple environmental decoration: low-poly trees around the perimeter, approximately at (-15,-2), (-13,12), (14,4), (15,-11), (-17,-13), and (2,-18), plus low-poly rocks at approximately (-8,5), (8,5), (-10,-3), (10,-2), (-3,-13), (12,-15), and (-15,8). Keep the play area open and uncluttered so the crystals can be reached. Use soft directional sunlight from the upper-left/front, a cool hemisphere/fill light, shadow casting for the character, props, and ground, and a subtle blue rim light. The visual style should match a clean, sparse low-poly adventure scene: green meadow, tan central clearing, blue sky, muted natural props, and a centered player seen from behind.

Implement movement with WASD or arrow keys relative to the third-person camera, with normal walking and a faster run while holding Shift. Use Space to jump with gravity and a clear jump arc. Allow the player to drag the mouse to look around while retaining the follow-camera perspective. Support mobile controls as well: a translucent circular virtual joystick at lower left for movement, a purple circular JUMP button at lower right, and a smaller RUN button above/left of it. The joystick should map to the same directional movement inputs as keyboard controls, while the buttons hold jump/run input. Prevent the camera and controls from being blocked by the HUD.

Create a fixed HUD over the canvas. In the upper-left, show the uppercase title “CRYSTAL GROVE” in bold white spaced lettering with a subtle dark shadow. Beneath it show cyan text exactly in the form “Crystals: 0 / 8,” updating through 8 / 8 as items are collected. At the bottom center show a dark translucent rounded pill with the instruction text “WASD / arrows to move · Shift to run · Space to jump · drag to look”; on narrow or touch screens position this instruction higher so it does not overlap the mobile controls. Use responsive sizing and hide the mobile controls on desktop pointer devices, while showing them on touch/coarse-pointer or narrow screens. The initial view should resemble the supplied screenshot: the avatar centered in the lower-middle of the camera view, tan clearing filling most of the foreground, green meadow behind it, blue sky above, and the title/count in the upper-left.

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