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Driftwood Cay

  • 3d
  • survival
  • exploration
  • third-person
  • low-poly
  • island
  • arcade
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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. Mohesn built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Driftwood Cay was built by Mohesn 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 Driftwood Cay 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 Driftwood Cay

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 3D third-person survival-exploration game titled “Driftwood Cay.” The player controls a stylized low-poly beach survivor on a small circular tropical island surrounded by open ocean. Use a camera that follows behind and slightly above the character, with drag-to-look orbiting; movement should work with WASD/arrow keys and a mobile-style left stick, with Shift for sprint and Space for jump. The avatar is a blocky/cube-world style beach character, standing on the island and using idle, walk, run, jump, and fall animations when available.

Build the environment as a bright, stylized low-poly island: a large flat blue-green ocean plane, a roughly circular sandy reef/island base, a raised green grassy interior, and a pale beach ring around it. Scatter coastal gray rocks around the shoreline, seven palm trees, bushes, and many small grass props across the island. Use soft shadows, warm sunlight, cool fill light, atmospheric aqua fog, and a clean colorful cartoon-like 3D art style. Place the survivor near the center of the island. Add a pulsing yellow-gold ring on the ground at the exact center as the shelter marker.

Place exactly five wooden supply crate collectibles around the island at varied locations: approximately (-13,-10), (12,-2), (8,10), (-9,11), and (15,9) in the island’s world layout. When the survivor comes within about 2.2 world units of a crate, automatically collect it, hide/remove the crate, increment the supply count, restore 8 hunger and 5 thirst (capped at 100), and show a temporary toast reading “Supply secured · +food and water”. The goal is to collect all five supplies and then walk into the central shelter marker within about 3 units to win. After all five are collected, change the field note to “All supplies secured. Reach the shelter marker at the center.” Show a success overlay titled “Shelter secured” with text explaining that enough supplies were gathered to outlast the storm.

Include survival stats initialized to Health 100, Hunger 78, and Thirst 86. Hunger drains continuously at 0.18 per second and thirst at 0.26 per second. Once either hunger or thirst reaches zero, health drains at 2.2 per second; if health reaches zero, end the game with a dark overlay titled “The tide won” and text “Your supplies ran dry before the storm passed.” Provide a Try again button that reloads/restarts the game. Track elapsed day time and display Day 1 initially, changing the displayed day to 2 after 70 seconds; keep the objective phrased as collecting 0/5 supplies before nightfall.

Create a polished fixed HUD over the 3D view. At the upper left, use a translucent dark rounded panel with the mint uppercase title “DRIFTWOOD CAY” and subtitle “Survive the tide · Day 1.” At the upper right, use a matching status panel with horizontal bars and numeric values for Health, Hunger, and Thirst; use coral/red for health, golden yellow for hunger, and light blue for thirst. Center near the top, show a translucent rounded objective panel: “Collect 0/5 supplies before nightfall,” updating the number as crates are collected. At the lower right, show a “FIELD NOTES” panel with “Move with WASD or the left stick. Explore the island and touch glowing supply crates.” At the lower left on desktop show “WASD / arrows move · Shift sprint · Space jump · drag to look”; hide this keyboard help on narrow mobile screens. Use dark navy translucent glass panels, thin pale-teal borders, rounded corners, white text, and responsive mobile positioning. Display temporary rounded toast notifications near the bottom center. On game end, place a centered dark translucent modal over the scene with the result and restart button.

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