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Arcade › جزيرة الرماد
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ahmed AL Mahri built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about جزيرة الرماد yet. Play it, then tell Ahmed AL Mahri what you would add next.
جزيرة الرماد was built by Ahmed AL Mahri 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 جزيرة الرماد 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 browser-based 3D third-person exploration game titled "Driftwood Isle". Use Three.js with a soft low-poly, colorful stylized island scene and a bright pale blue sky/ocean backdrop. The camera is a perspective chase camera aimed at and following the player, initially positioned above and behind them, with third-person orbit controls: drag to look around and mouse wheel to zoom. Support keyboard movement with WASD and arrow keys, Space to jump, and also make the controls suitable for touch devices if possible. The player is a simple low-poly humanoid character loaded from a Cube World-style character model, standing near the center of the island; use idle, walk, run, jump, and falling/jump-idle animation clips according to movement state. Movement should include acceleration/state feedback, jumping with roughly 9 jump speed, gravity around -22, and a movement speed around 7; keep the character constrained to or able to traverse the island terrain, with a slope limit around 38 degrees. Build the island as a broad circular low-poly landmass floating in a surrounding ocean. The central ground is a green cylindrical disc approximately 23 units radius, 1.8 units thick, with its top around y=0. Add a slightly larger thin sandy circular beach ring around it, approximately 26 units radius and 0.45 units thick, with the ocean below at approximately y=-1.95. Make the ocean a very large flat circular plane/disc, around 70 units radius, translucent blue/turquoise with a little roughness/metallic response. Place about 18 small flattened gray low-poly dodecahedron stepping stones around the beach perimeter in a ring, with subtle variations in size and radius. Populate the island with stylized low-poly decorative assets and no enemies or combat: several trees around the outer island (two visually distinct tree types), bushes in the interior, and scattered rocks near the edges. Use these approximate placements to preserve the composition: Tree type 1 near (-14,-9), (-7,-15), (9,-13), (15,-5), (-17,2), and (12,7); tree type 2 near (-11,11), (-3,16), (7,15), (17,11), and (18,-12); bushes near (-4,-4), (4,-5), (-8,1), (8,2), (-12,7), and (3,11); rocks near (-18,-6), (18,3), (10,-19), (-19,10), and (14,15). Vary their rotations and scales slightly. All vegetation and rocks should cast and receive soft shadows. Lighting should feel sunny and inviting: a pale blue ambient/hemisphere fill, a warm strong directional sun from the upper-left/front, enabled soft shadows, and gentle blue atmospheric fog that fades distant objects into the sky color. Use a bright cyan-blue background matching the ocean/sky palette, ambient occlusion-like shading through shadows, sRGB color, ACES-style tone mapping, and a clean low-poly vacation-island aesthetic. The island should be visible from a somewhat elevated camera and the character should remain the focus. Add a fixed, pointer-transparent HUD over the canvas. At top-left show large bold white uppercase text with slight dark shadow and letter spacing: "DRIFTWOOD ISLE". At top-right show a rounded translucent white pill reading "EXPLORE THE ISLAND". At bottom-left show a dark teal translucent rounded rectangle with the exact instruction text: "WASD / arrows to move · Space to jump · drag to look · wheel to zoom". Keep the HUD minimal; there is no score, health, inventory, timer, quest system, combat, or win state shown. The core experience is simply freely exploring the island and jumping among its scenery.