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Arcade › Emerald World
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Geyon Garcia built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Emerald World yet. Play it, then tell Geyon Garcia what you would add next.
Emerald World was built by Geyon Garcia 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 Emerald World 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 interactive 3D atlas called “Emerald World Atlas.” It is a quiet, non-combat terrain viewer rather than an action game: the only interaction is tapping/clicking terrain tiles to highlight a region. Use Three.js or an equivalent WebGL 3D engine. Render a fixed-angle orthographic isometric camera looking from approximately (25, 26, 25) toward the origin, with a dark navy/black background (#07131a), subtle fog, soft shadows, and a gently lit low-poly/cubical aesthetic. Keep the camera fixed; the world may have an extremely subtle slow yaw oscillation for a living diorama effect. Use a wide orthographic view that adapts to the aspect ratio. Build the map as a broad stepped oval/roughly elliptical continent made from individual square box tiles. Arrange tiles on a grid with x from -7 through 7 and z from -5 through 5, spacing them about 1.95 units apart, omitting tiles outside an ellipse (normalized radius greater than about 1.05). Each tile is about 2.02 by 2.02 units and has a shallow height roughly 0.8 to 1.7 units: make the interior slightly higher in stepped ridges and the outer areas lower. Give tiles a checker-like varied green palette, including emerald/verdant mint green, teal-green, and occasional pale sand/khaki tiles. Let the tile sides visibly form a stepped floating land shelf. Add several flat turquoise sea/channel inlays on top of parts of the shelf: one toward the left side, one on the right, and one along the far/front edge. They should be cyan/turquoise rectangular or irregular-looking water strips, slightly raised above the terrain, with a somewhat glossy material and faint darker blue-green emission. Do not turn the whole map into water; the dominant surface is the green checkerboard shelf. Populate the map with chunky stylized low-poly/cube-world landmarks, preferably using simple block geometry or equivalent low-poly assets. Place approximately five alien-looking trees around the perimeter and within the map: each has a brown faceted/blocky trunk and a large bright lime-green cuboid canopy made from one main cube plus a few offset cube clumps. Include trees around the back-left, back/center, right side, front/right, and left side as visible in the reference. Add a crystal grove through the lower/central area: several clusters of faceted purple/violet crystals of different sizes, with a few blue-violet facets. Add a handful of small black/dark charcoal blocky mushrooms with tiny stems/caps on the right-front and left-central areas. Include two gray low-poly rocks, one near the center and another nearby. Keep all props stylized, angular, brightly colored, and casting soft shadows. Add three thin glowing mint/cyan circular ring markers lying flat on the terrain at approximately the center, left-center/back, and right/front regions. They are selection/region markers only and do not need extra gameplay behavior. Lighting should make the scene readable and toy-like: a strong warm cream directional sun from upper right/front with soft PCF shadows, a bright pale aqua hemisphere/fill light, and a cool blue rim/fill from the opposite side. Use ambient occlusion-like depth through shadows/fog, rough materials for grass and props, and preserve the dark negative space around the floating map. Overlay a non-interactive HUD on top of the canvas. In the upper-left show the uppercase title “EMERALD WORLD ATLAS” in bold white/mint text with wide letter spacing, and below it the subtitle “fixed-angle isometric terrain study” in smaller muted pale green. In the lower-left show “Tap a region to highlight it.” In the lower-right show a dark translucent rounded legend panel with a thin muted green border and three rows, each with a colored circular dot: green “verdant shelf,” cyan “turquoise sea,” and purple “crystal grove.” Use a clean modern sans-serif font, with responsive sizing/margins for mobile. Implement pointer/touch selection by raycasting against the terrain tiles. When a tile is clicked, restore the previously selected tile to its original color, recolor the newly selected tile to a bright pale yellow-green highlight (#e7f58d), and change the lower-left message to “Region selected — tap another shelf to move the highlight.” Clicking empty space does nothing. There is no player avatar, combat, scoring, inventory, timer, lives, or camera movement; this should feel like an interactive map/atlas diorama. Ensure the scene loads even if decorative external models are unavailable by using built-in low-poly placeholder geometry for trees, crystals, mushrooms, and rocks.