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Arcade › Dustbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mehtab Ali built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dustbound yet. Play it, then tell Mehtab Ali what you would add next.
Dustbound was built by Mehtab Ali 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 Dustbound 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 exploration game titled “Dustbound.” Set it in a sparse stylized desert: a large flat ochre/sandy ground plane, warm orange-tan sky/background with matching distance fog, scattered low-poly sand dunes, tall cacti, and angular rocks. Use soft warm lighting, shadows, and a low-poly toy-like Kenney asset aesthetic. The camera should follow the player from behind in a third-person perspective, with movement-relative camera controls and support for desktop keyboard/mouse and mobile joystick plus drag-to-look. The player is a small blocky humanoid character starting near world position (0, 0, 5). Allow walking with WASD or arrow keys, running with Shift, and jumping with Space; use gravity and a third-person movement speed around 4.2. Place a stranded SUV/car at approximately (10, 0, -7), facing back toward the play area, and a blocky girl character near (16, 0, -10), also facing generally toward the play area. The goal is to collect three repair parts scattered through the desert, repair the car automatically once all three have been collected, then walk close to the girl (within roughly 2.3 world units) to finish the game. The three parts should be clearly collectible, glowing green octahedron-like items with a circular ring, placed around (1, .65, -10), (13, .65, 5), and (-15, .65, 9). Also place two water pickups at (-6, .65, 2) and (4, .65, 9), and two food pickups at (-12, .65, 6) and (9, .65, 13); make them floating, slowly rotating glowing octahedrons with rings. Water pickups are cyan-blue and restore 30 water; food pickups are orange and restore 28 food. Hide each pickup after collection and show a short centered toast notification such as “Water bottle collected,” “Food collected,” or “Repair part found · 1/3.” Track survival resources beginning at 100 water and 100 food. Water drains continuously while playing, draining faster while walking/running (approximately 0.42 per second when moving and 0.12 when stationary); food drains at approximately 0.18 per second. Clamp both resources at zero and show their current values visually, but do not add mechanics not specified for reaching zero. Keep a parts counter from 0 to 3. Build a fixed translucent dark-brown HUD over the game. In the upper-left, show the title “DUSTBOUND” in uppercase warm cream/yellow lettering, followed by three labeled horizontal rounded bars: Water with a cyan fill, Food with an orange fill, and Parts with a pale green fill that represents parts/3. In the lower-left, show the objective text: initially “Find 3 repair parts (0/3). Water and food drain while you walk.”, updating the count as parts are found. After all parts are collected, change it to “Car repaired. Meet the girl by the dunes.” if the car and girl are loaded, or “The car is repaired.” otherwise. On desktop, display a small upper-right hint reading “WASD / arrows to walk · Shift to run · Space to jump” and a second line “Mobile: joystick + drag to look”; it may be hidden on narrow mobile screens. When the player has all three parts and comes within approximately 2.3 units of the girl, show “You found her.” briefly, then present a centered end-game overlay: dim the desert behind a dark translucent screen and show a light cream rounded card with the heading “You found a way out,” the message “The car coughs to life. The girl climbs in, and together you leave the empty highway behind.”, and a “Play again” button that reloads/restarts the game. Use rounded UI panels, warm desert colors, subtle shadows, and clean system sans-serif typography. Keep the world quiet and uncluttered, with no enemies, combat, inventory, or additional objectives beyond collecting water/food/parts, repairing the SUV, and meeting the girl.