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Arcade › Entenhausen Open World
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Entenhausen Open World was built by tcharms2013 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 Entenhausen Open 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 playable 3D third-person collection game titled “Entenstadt Abenteuer” (German). Use a bright, low-poly/cartoon style and a fixed outdoor town environment: a large flat green grass ground under a clear light-blue sky, with pale tan roads forming a wide cross intersection (one road running north-south and one east-west). Add soft fog in the distance, ambient hemisphere lighting, a warm directional sun, and visible soft shadows. The player is a cute stylized yellow duck made from simple rounded geometry: a large oval yellow body, a smaller yellow head, a flattened orange bill projecting from the front, two tiny black eyes, and two small orange feet. Place the duck initially at the near/southern end of the vertical road, facing toward the town. Use a third-person follow camera positioned above and behind the duck, looking toward the player, with a perspective view and enough distance to show the surrounding roads and collectibles. The duck can move freely around the ground using WASD or the arrow keys, with movement speed around 5; support the same movement on mobile with an on-screen virtual joystick at the lower left. Do not add combat, jumping objectives, health, enemies, or other mechanics. Scatter exactly eight glowing golden eggs around the town. Make each egg a small upright, elongated rounded oval with bright yellow/gold material, slight emissive glow, and a gentle vertical bob plus continuous rotation so they visibly shimmer and float. Place them at these approximate world locations relative to the road intersection: (-8,-8), (8,-8), (-10,7), (10,7), (-6,11), (6,11), (-13,-2), and (13,2). When the duck comes within about 1.15 world units of an egg, remove that egg and increment the collection count. The game begins with 0 of 8 eggs collected; after all eight are collected, display “GESCHAFFT!” in the collection counter and leave the completed scene playable/visible. Decorate the grass town with simple suburban low-poly assets. Place eight tall stylized trees around the outer edges/corners, approximately at (-14,-12), (-14,12), (14,-12), (14,12), (-9,-15), (9,-15), (-9,15), and (9,15). Place four short brown wooden fence sections near the intersection at approximately (-5,-5), (5,-5), (-5,5), and (5,5), oriented as shown by the town layout. Add three idle blocky human NPCs, one near (-6,0), one near (6,0), and one near (0,-6), facing roughly toward the play area; they should be static except for an idle animation if available, and they must not interact with the duck or eggs. The trees, fences, and people should cast/receive shadows. Add a clean German HUD over the game. In the upper-left, show a dark teal rounded rectangle with a duck icon/emoji and the bold title “ENTENSTADT”. In the upper-right, show a matching dark teal rounded rectangle reading “Eier gesammelt: 0 / 8”, updating the number as eggs are collected and changing to “GESCHAFFT!” when complete, with the count highlighted in golden yellow. At the bottom center, show a translucent dark teal rounded instruction panel reading “WASD / Pfeile bewegen · Sammle alle goldenen Eier”. On screens narrower than about 700px, show a translucent circular virtual joystick at the lower-left with a smaller golden thumb knob; dragging it should control left/right/up/down movement, and keep the HUD responsive. Use full-screen canvas presentation, prevent page scrolling, and preserve the bright sky-blue background and simple friendly visual style.