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Fallfield

  • 3d
  • brawler
  • physics
  • sandbox
  • ragdoll
  • arcade
0
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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. Dakoda built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Fallfield yet. Play it, then tell Dakoda what you would add next.

Make your own game

Fallfield was built by Dakoda 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 Fallfield 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 Fallfield

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 Three.js-style third-person slapstick physics playground titled “Fallfield.” Render a bright low-poly toy arena from a trailing orbital camera: a blue sky background with light atmospheric fog, a large circular green ground platform bounded by a raised red/pink torus rim, soft shadows, and simple chunky geometry. Use a perspective camera initially behind and above the player, focused around the player’s upper body. Allow mouse drag to orbit the camera, mouse wheel to zoom, with damping, no camera pan, and a close/far distance range suitable for seeing the whole playground.

The arena is an open circular field roughly 80 units across. Put a raised light-gray circular center plate in the middle, four raised chunky light-gray square platforms around it (two toward the back and two toward the front/sides), a long low rectangular platform near the far edge, and several simple sloped/ramp-like raised blocks around the perimeter. Add two circular bounce pads on opposite side edges, each with a thick pink/red base and orange top. In the center, build a giant rotating sweeper: a dark cylindrical tower about 5 units tall with a long orange rectangular arm rotating around it at roughly chest height. The arm should strike anything near its tip, creating comic knockback and launching targets upward. Scatter 18 dynamic, pushable rectangular crates/blocks around the arena in candy colors (purple, yellow, cyan, and pink), with varied dimensions and visible rotation, gravity, friction, bouncing, shadows, and basic collision/pushing behavior. Keep all bodies inside the circular boundary.

The player is a small goofy human-proportioned bean fighter beginning near one side of the arena. Build the character from chunky low-poly parts: blue torso/chest, dark blue or navy pelvis and shoes, peach blocky head, neck, hands and lower arms, capsule-like limbs, simple dark hair, tiny eyes, brows, and nose. Give the player soft/wobbly acceleration, gravity, grounded detection, obstacle-top landing, and movement relative to the camera. Controls: WASD moves in camera-relative directions; Shift sprints (faster than normal movement); Space jumps; left mouse click punches/shoves; F grabs or releases a nearby object; R toggles ragdoll and recovery. The player rotates toward travel direction, has an animated bob and arm/leg swing while moving, and a brief punching pose/cooldown.

Implement punching as a short-range forward shove. A nearby dummy is hit with a strong horizontal/upward impulse, becomes stunned and floppy, and awards more score; a nearby crate is pushed and spun and awards a smaller score. Show a “Nice shove” message on a hit and “Swing and a miss” when no target is reached. F should search near the player’s hands for the closest unheld crate, or a stunned/ragdoll dummy, attach it in front of the player while moving, and on a second F release it; throwing adds forward and upward velocity, and thrown dummies remain stunned/ragdolled briefly. Show appropriate messages such as “Crate grabbed,” “You picked up a floppy dummy,” “Thrown,” and “Nothing grabby nearby.”

Add five wandering dummy fighters placed in a ring around the center, using the same chunky humanoid construction but with varied bright body colors (orange, green, yellow, purple, etc.). Dummies choose random wander destinations, move around the field, and pursue the player when within about 8 units unless the player is ragdolled. If close enough while pursuing, they shove/launch the player and themselves become briefly stunned/floppy, with a message such as “Dummy piledrive attempt.” Dummies can be punched, thrown, struck by the sweeper, pushed by crates, and recover after their stun timer. Their limbs should animate while walking; their body can rotate/tilt while ragdolled.

Implement a visible player ragdoll mode using verlet-style particles and distance constraints for pelvis, chest, head, shoulders, elbows, hands, hips, knees, and feet, with capsule bones connecting the joints. Pressing R while upright hides the normal bean mesh and enables the floppy constrained ragdoll, giving it gravity and boundary collision; the sweeper also forces this state. Press R again only after about 0.8 seconds to recover the player upright at the ragdoll pelvis position. Ragdoll state should visibly show a countdown/readiness in the HUD. Bounce pads launch the player, dummies, and/or props upward when they pass over them.

Use gravity, simple obstacle collision, dynamic crate physics, friction, impulses, and soft shadows throughout. The visual tone is clean, colorful, and toy-like rather than realistic: green grass-like field, blue sky, gray platforms, orange hazard parts, candy-colored blocks, and rounded/chunky humanoids. Add a small white center crosshair.

Overlay a translucent dark rounded HUD panel in the upper-left. It must display the title “Fallfield,” a control hint line reading “WASD move · Shift sprint · Space jump · Click punch · F grab · R ragdoll,” and a live status line showing one of the player states (Wobbling, Airborne, Holding prop/dummy, or Ragdoll with remaining/ready timer), plus Score and Dummies count. Add a lower-left translucent feed box for temporary event messages. Start with a playful instructional message about punching dummies, grabbing props, and using the sweeper. Track score: punching a dummy is worth 25, shoving a prop is worth 10; do not add health, lives, weapons, win screens, or invented objectives—the game is an open-ended physics toybox. Expose game state hooks equivalent to window.getGameState and window.setGameState for player transform/velocity/state, score, dummy and prop states, and camera transform.

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