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Arcade › Fishing Far
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Carsin McClure built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Fishing Far yet. Play it, then tell Carsin McClure what you would add next.
Fishing Far was built by Carsin McClure 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 Fishing Far 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.
Recreate "Fishing Far" as a stylized low-poly 3D third-person free-roam fishing game in Three.js. Use a bright sky-blue background with light fog, strong soft shadows, warm directional sunlight, and a large rolling green grass plane surrounded by many simple conical pine trees and scattered rocks. Create three irregular, translucent blue lakes in the world: Mirror Lake at roughly (0,0), Pinehook Lake at (25,-18), and Catfish Basin at (-28,-18). Each lake should have a sandy/gold elliptical shoreline, a small wooden five-plank dock, a yellow/gold circular boat-spawner pad near the dock, and a sign/poles indicating the free boat area. Show subtle animated water opacity/rotation and several dark, semi-transparent fish silhouettes moving beneath each lake’s surface. The player is a blocky animated fisher avatar viewed from behind in a smooth over-the-shoulder camera. Start the player on grassy shore near the first lake, with an orange/red shirt, customizable body color, an equipped visible brown fishing rod with reel and line, and a dark brimmed hat. Use a Kenney-style blocky character/boat/rock aesthetic or equivalent simple low-poly models. The camera follows at about 9 units behind and 4–5 units above the player, looking toward the avatar; mouse movement while pointer-locked rotates the camera. The player walks on land but cannot freely walk into water. WASD/arrow keys and a mobile virtual joystick move relative to camera yaw; movement animations switch between idle and walking. Implement the core loop: explore the grassy world and walk toward a lake. Standing within about 6.5 units of a gold boat-spawner and pressing the Boat button or E/Use spawns a free boat at that lake’s dock. Alternate spawned craft between a small fishing boat and a canoe, using appropriately scaled low-poly models. Once a spawned boat is nearby, pressing Boat or E boards it; while aboard, the avatar rides/sits in the boat, the craft follows the player, and WASD/joystick steers it only within the lake. Press Boat again to exit. If Boat is pressed away from a boat, it attempts to spawn one and displays a message explaining that the player must stand on a gold spawner. Fishing is a two-stage timed interaction. Press Space or the on-screen Cast button while aiming toward water (the projected cast point is in front of the player, or the player may be in a lake/boat) to cast. Create a bobber at the cast point with a red upper sphere and white lower sphere, gently bobbing and rotating. The HUD/message states the selected rod, bait, looper, and lake. After a bait/looper-dependent delay, show a clear “Splash! Fish on — tap Cast now to reel it in!” prompt and enlarge the bobber. Press Cast/Space again during the approximately 2.2-second bite window to reel in a catch; pressing too early says to wait, and missing the window makes the fish escape. Award coins and increment the fish count, remove the bobber, play a brief pickup animation, and show the caught weight/species and coin gain. Use these exact free gear choices and effects: rods are Starter Willow (power 1, control 1, balanced shore rod), Carbon River X (1.25 power, 1.15 control), Deep Lake Titan (1.55 power, .9 control), Glass Ghost Pro (1.1 power, 1.45 control), Storm Pike Master (1.75 power, .78 control), and Golden Freecast (1.35 power, 1.35 control). Baits are Worms, Crickets, Minnows, Shimmer Dough, Crawfish, and Night Glow, with progressively different bite/rarity behavior. Loopers are Tiny Spinner, Silver Looper, Deep Curl, Firefly Loop, Soft Ring, and Storm Coil, affecting bite speed, rarity, and reel control. All gear is free; coins are score only. Calculate a catch rarity from equipped rod power, bait rarity, looper rarity, and randomness, choosing among each lake’s five fish in order from common to rare. Exact lake species: Mirror Lake has Bluegill, Perch, Rainbow Trout, Mirror Carp, Silver Bass; Pinehook Lake has Brook Trout, Smallmouth Bass, Northern Pike, Golden Walleye, Ancient Muskie; Catfish Basin has Channel Catfish, Flathead Catfish, Mud Carp, Ghost Gar, Midnight Sturgeon. Give catches increasing weights and coin values based on rarity. Build an always-visible mobile-friendly HUD matching the screenshot: translucent dark blue rounded top-left title panel reading “Fishing Far” and “WASD/joystick • Tap Cast • E interact”; translucent dark blue top-right stats panel showing Coins, Fish, Rod, Bait, Looper, Area, and Last catch; a centered dark rounded tutorial/status message; a small center crosshair; a large translucent circular joystick bottom-left with a white knob; and four rounded pale buttons bottom-right in a 2x2 grid labeled Cast, Boat, Edit, and E Use with simple fishing/boat/person icons. Add a large circular rod button near the upper-right with a stylized rod graphic and “RODS” label. The RODS button opens a dark translucent rounded Rod Workshop overlay containing selectable cards for all rods, baits, and Loopers, with the selected card highlighted and Equip buttons; include a “Save setup” close button and text that all gear is free. The Edit button opens a similar Character Editor overlay with selectable body-color swatches, shirt-color swatches, a height slider from 0.8 to 1.25, and a Change hat button cycling through four visible hat styles/colors (dark brimmed hat, red cone, yellow blocky hat, green cap); include a Done editing button. Keep panels modal and polished with rounded borders, blur-like translucent surfaces, strong shadows, white bold text, and responsive sizing for portrait mobile screens. Provide contextual messages for casting away from water, spawning/boarding boats, workshop interaction near docks, successful catches, missed fish, and the initial goal: walk to a lake, spawn a boat by the dock, then cast your line.