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Fernstride Valley

  • 3d
  • exploration
  • collectathon
  • third-person
  • casual
  • dinosaur
  • nature
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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. Matt Adriel Ornedo built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Fernstride Valley yet. Play it, then tell Matt Adriel Ornedo what you would add next.

Make your own game

Fernstride Valley was built by Matt Adriel Ornedo 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 Fernstride Valley 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 Fernstride Valley

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 “Fernstride Valley.” Use Three.js or an equivalent real-time 3D engine. The player controls a large, stylized low-poly green sauropod dinosaur in a forest valley. Show the dinosaur from a camera positioned behind and above it, following its movement and looking toward its upper body; keep the dinosaur and the ground clearly visible. The dinosaur should have a broad rounded torso with a lighter underside/belly, four long cylindrical legs with darker rounded feet, a very long upright neck, a rounded head with a protruding lighter snout and two small dark eyes, and a tapering horizontal tail. Animate a simple alternating leg gait while moving, with subtle head, neck, and tail sway while idle or walking.

Build a large irregular procedural outdoor terrain: a square forest floor with rolling elevation generated from smooth sine/cosine-like hills, using a mottled leafy/soil forest-floor texture. Surround the playable area visually with a soft pale green sky/background and distance fog. Include stylized low-poly dark green mountain/cone forms around the valley, a narrow blue-green river on one side, and blue-green ponds in the wider landscape. Scatter roughly 34 rounded, stylized park/tree models around the terrain, with brown trunks and layered bulbous green foliage. Use soft ambient hemisphere lighting plus a warm directional sun, shadows, mild cool rim light, and a bright gentle green woodland palette. The scene should feel calm, toy-like, and pastoral rather than realistic or dangerous.

The core goal is to explore the valley and collect exactly 12 glowing golden-orange “sun-fruits.” Place the fruits at varied positions across the terrain, hovering slightly above the ground; make them small faceted/icosahedral objects with a warm emissive glow, slow rotation, and subtle bobbing. When the sauropod comes within approximately 2.15 world units of a fruit, automatically collect it, hide it, and increment the counter. There are no enemies or combat mechanics. The HUD must show “Fernstride Valley” at the upper left, the instruction “Guide the sauropod through the forest and gather the sun-fruits.” beneath it, and a dark translucent rounded badge at upper right reading “Sun-fruits: 0 / 12,” updating as fruits are gathered. When all 12 are collected, show a centered translucent dark-green completion overlay with the heading “Valley complete,” the message “Your long-neck found every sun-fruit.” and a “Roam again” button that resets the score, restores every fruit, removes the overlay, and returns the dinosaur to its starting position.

Support keyboard movement with WASD and the arrow keys, plus an on-screen virtual joystick for touch/mobile play. Support Space to hop/jump, with gravity and a brief upward jump impulse. Use movement speed around 6.2 and jump speed around 8, with terrain-aware movement and a slope limit around 40 degrees. The dinosaur begins near the front/center of the valley, around the ground position corresponding to (0, 12). Display a bottom-center translucent instruction bar reading “WASD / arrows or the on-screen joystick · Space to hop.” Make the interface responsive and preserve the full-screen canvas presentation. Use smooth camera following, fog, cast/receive shadows, and no extra gameplay systems beyond movement, hopping, fruit collection, the counter, and completion/reset behavior.

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