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Desa Harmoni

  • 3d
  • farming
  • third-person
  • low-poly
  • village
  • casual
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sayed built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Desa Harmoni was built by Sayed 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 Desa Harmoni 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 Desa Harmoni

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 stylized low-poly 3D third-person farming prototype titled “Desa Harmoni,” set in a bright, peaceful Indonesian village on a clear morning. Use a soft mint-green sky/background with light fog, warm sunlight, soft shadows, and simple rounded/blocky geometry with a friendly pastel palette.

World layout: make a large flat grassy ground plane. Run a tan village path north-south through the center and a shorter east-west cross path. Place a vegetable garden plot to the left/back side of the central path, around (-10, -8) relative to the starting area. The garden is a rectangular brown soil bed about 8.5 by 5.8 units, with several narrow darker furrows. Place a second darker wet-looking rice field to the right/back around (12, 9), with a grid of small upright pale-green rice seedlings. Add a large wooden village house on the right/back side around (15, -15): a simple brown rectangular building, cream front façade, dark door, terracotta four-sided roof, front porch, porch roof/platform and two posts. Add a small open market stall on the left/back around (-16, 17), with a wooden counter, terracotta/red roof canopy supported by four posts, and three yellow/orange basket-like fruit objects. Add a quiet oval pond on the left/back around (-17, -9), using a shallow blue-green water disk and several brown rocks around its edge. Surround the village with several simple low-poly tropical trees positioned around the perimeter; the visible style is blocky cubic green foliage on brown trunks.

Player: spawn the farmer near the center path at approximately (0, -1). Use an animated humanoid 3D character viewed from behind. Style the character as an Indonesian farmer with a warm skin tone, a dark teal/blue batik shirt, dark trousers, green boots, and a woven tan conical caping hat with a broad circular brim. The farmer should cast a shadow. Include idle, walk, run, and a brief pickup/work animation for farming actions. The character turns to face the movement direction.

Camera and movement: use a perspective third-person camera that follows behind the farmer at roughly 7.2 units distance, with a gentle elevated view. Support WASD movement and a virtual joystick/touch movement control. Use walk/run animation based on movement speed, gravity and jumping behavior if supported by the third-person controller, while keeping the focus on walking around the village. The camera follows the farmer from behind and updates its view as the farmer moves.

Core farming interaction: the vegetable plot is the only actionable garden. Track these states: soil, tilled, planted, and growing, plus crop growth from 0 to 1. The farmer must be within about 8.5 units of the vegetable plot for actions to work; otherwise show the message “Dekati petak kebun” and do not change the farm. “Cangkul” changes soil to tilled and plays the work animation. “Tanam” works only on tilled soil, changes it to planted, resets growth to zero, and shows “Bibit ditanam.” “Siram” works on planted or growing crops, changes the state to growing, increases crop growth by about 0.35 (capped at 1), and shows “Tanaman disiram.” While in growing state, growth also slowly increases automatically over time. “Panen” works only once the crop is growing and growth is at least 0.7; it resets the plot to soil and growth to zero and shows “Panen berhasil · jual di pasar.” There is no need to implement an actual selling interaction; the market is scenery.

Show clear crop feedback in the vegetable bed. When there is no planted crop, hide the crop markers. After planting, show a seed stage at low growth, then tiny sprouts, then leafy plants, then mature leafy plants with a small yellow/orange fruit at the top when fully mature. Use multiple evenly spaced crop markers across the garden, and make them subtly sway. Display contextual progress messages such as “Bibit mulai tumbuh,” “Tunas muncul,” “Daun makin rimbun,” and “Siap dipanen” as the stage changes, while preserving the immediate action messages after planting or watering.

HUD/UI: overlay the game without blocking the 3D view. In the top-left, show a dark translucent green rounded panel reading “Desa Harmoni” with the subtitle “Hari 1 · Pagi yang cerah.” In the top-right, show a light cream rounded status pill initially reading “Dekati petak kebun,” with dark olive text. Near the bottom center, show a cream rounded hint pill reading “WASD / joystick untuk berjalan · kamera mengikuti dari belakang.” At the bottom center, show a dark translucent green rounded action bar containing four cream buttons labeled “Cangkul,” “Tanam,” “Siram,” and “Panen,” in that order. Buttons should be touch-friendly and visibly react when pressed. Also map keyboard shortcuts: E = Cangkul, Q = Tanam, R = Siram, F = Panen. Keep the UI language exactly as shown and use a clean rounded sans-serif font. Make the overall presentation calm, simple, colorful, and low-poly, matching the screenshot’s broad flat geometry, mint sky, tan path, green grass, brown house, and strong soft sunlight.

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