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Arcade › Forest Duo
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jamie Redpath built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Forest Duo yet. Play it, then tell Jamie Redpath what you would add next.
Forest Duo was built by Jamie Redpath 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 Forest Duo 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 3D two-player local co-op exploration game titled "Forest Duo" using Three.js. Use a clean, colorful, low-poly/Pokemon-route-inspired top-down presentation with a fixed orthographic camera directly above the world, looking straight down from a high height. Render with antialiasing, shadows, ambient light, and a pale sky-blue background. The playable map is a roughly 30-by-30 tiled square of green grass, with subtle tile-to-tile color variation and faint green grid lines. A vertical blue river runs from the top to bottom through the center of the map, occupying the central strip around x=-1 through x=1. Add a brown wooden-looking bridge/path crossing the river at the center around z=0, spanning approximately x=-2 through x=2; the bridge is a visible landmark, while the river itself should remain visually distinct and traversable as in the original mechanics. Place two independently controlled blocky 3D character avatars on the left bank near x=-8: Player 1 at about z=-3 and Player 2 at about z=3. Tint Player 1 red/pink and Player 2 blue, and give both idle and walking animation if the character assets support it. Player 1 moves with WASD; Player 2 moves with the arrow keys. Normalize diagonal movement, move at approximately 6 world units per second, rotate each avatar to face its movement direction, and switch between idle and walk animations. Keep each player within world bounds, and use simple circular collision checks so they cannot pass through trees, rocks, houses, or the cabin; players should be able to explore independently and collect items. Populate both sides of the river with a sparse forest. Use low-poly pine tree variants, positioned in roughly grid-aligned/randomized clusters along the left and right grass areas while avoiding the river. Trees cast soft shadows and act as solid obstacles. Add several small low-poly bushes as non-blocking decorative details. Place a line of dark gray chunky stones along both river banks, roughly at x=-2 and x=2 at repeated intervals, with stones acting as collision obstacles. Add a few extra stones in the right-side field. On the right side, include a larger colorful house near the lower-right/southeastern area around (9,6), and a smaller cabin around (9,-7), both low-poly 3D models with shadows and collision radii. Include a brown dirt/path strip on the right side running through approximately x>=5 and |z|<4. Scatter exactly twelve collectible yellow berries across the map at varied fixed locations on both banks, including locations around (-6,-5), (-9,4), (-4,9), (-10,-10), (5,-8), (7,3), (4,9), (8,-3), (-2,10), (3,-11), (1,6), and (10,5). Represent each berry as a small glowing/emissive golden-yellow sphere hovering slightly above the ground. When either player comes within approximately 1.3 world units of a berry, remove it and increment only that player's score; do not allow the same berry to score twice. Continue gameplay after collecting, with no combat, timer, lives, inventory, enemies, or game-over screen. Build a minimal HUD over the canvas: at the top-left show two dark translucent rounded labels reading "P1 (WASD): 0" and "P2 (Arrows): 0", updating each player’s berry count live. At the top-right show the white title "Forest Duo" with a subtle shadow. At the bottom-left show a dark translucent instruction strip reading exactly: "Explore the forest • Collect yellow berries • Cross the river at the bridge". Keep the HUD fixed to the screen while the orthographic camera stays fixed over the whole map. Use a bright green grass palette, deep blue river, brown bridge/path, dark rocks, yellow berries, and soft cast shadows to match the supplied overhead screenshot. Load low-poly nature, house/cabin, stone, bush, and blocky-character assets where available, with simple fallback geometry if an asset fails.