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Arcade › Forest Game
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Isaac Fortune built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Forest Game yet. Play it, then tell Isaac Fortune what you would add next.
Forest Game was built by Isaac Fortune 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 Game 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.
Rebuild a browser-based Three.js first-person survival sandbox titled “Forest Game.” The game should open on a dark, atmospheric menu overlay while a simple 3D scene idles behind it. Render a large flat square grass platform/ground in bright medium green, with a pale blue sky background and matching light fog; use simple directional and hemisphere lighting. Add a subtle dark green translucent wireframe/edge boundary around a roughly 60-by-60 playable area, but do not add collectibles, enemies, trees, platforms, score counters, or other gameplay objects—the core challenge is simply moving and not falling off the edge. Menu/UI: use a centered translucent navy glass-like panel with rounded corners, thin cyan border, and shadow. Show a compact stylized forest logo with a dark blue/purple rounded rectangular scene, faint moon, mist bands, silhouetted triangular trees, cyan/violet glow, and small cyan sparkles. Label the game “FOREST GAME” in large bold spaced lettering. Include full-width Start and Settings buttons; Start has a cyan-to-violet translucent highlight, while Settings is darker. Beneath them show the hint “WASD/Arrows • Space to jump • Click to lock mouse (first-person)”. Keep a faint oversized version of the logo behind the panel near the top of the screen. When Start is clicked, play a short approximately 5.6-second cutscene before gameplay. Display a centered 16:9 framed illustration over the page: a very dark blue/black forest at night with a faint moon, distant blocky voxel trees, two foreground trees, hazy cyan/white/violet mist bands, and two simple dark voxel children silhouettes standing in the center. Caption beats should read: “A quiet night in the forest…”, then “You and your friends went off-trail.”, then “…then everything went dark.” Fade the frame to black around the third beat, play a distant scream around 4.3 seconds, and begin the game around 5.6 seconds. Include a visible Skip button in the upper-right of the cutscene frame; Escape should also skip it. Gameplay is first-person using a PerspectiveCamera and pointer-lock mouse look. The player starts at world position approximately (0, 1.7, 8), with camera height 1.7. Clicking the canvas while playing locks the mouse. Move with W/S/A/D or arrow keys relative to the camera’s horizontal facing: forward/back and strafe. Smoothly accelerate toward a maximum horizontal speed around 7.5, apply gravity around 18.5, and allow Space to jump only while grounded with an upward velocity around 6.2. The player collides with the grass plane at camera/player height 1.7. Clamp horizontal position to approximately x/z ±28. If the player falls below y=-20, play a low failure tone and reset to the starting position with zero velocity. Add subtle first-person blocky hand bob while moving/playing: two small blue sleeves and skin-colored square hands mounted near the bottom left and right of the camera. The full voxel avatar should exist in the scene but be hidden during first-person gameplay. Model the avatar in a deliberately simple Minecraft-like voxel style from box meshes: a skin-colored cube head with a slightly larger dark brown hair cap, a blue blocky shirt/body and arms, dark navy pants/legs. In menu/idle view, show the full avatar at the origin, slowly rotate it, and orbit/lerp the camera to an elevated three-quarter position around (6.5, 4.2, 10.5), looking at the avatar. The menu should therefore reveal the character even though gameplay is first-person. During play, show a small top HUD: a translucent dark rounded bar with the word “Survive” on the left and a small “Menu” button on the right. Under it show “WASD/Arrows to move • Space to jump • Don’t fall.” There is no score, health, ammo, collectible, enemy, or timer system. Clicking Menu or pressing Escape returns to the main menu. Settings should open as a centered panel replacing the menu and contain an SFX checkbox, a Sound volume range slider initially at 80%, and a Camera sensitivity range slider from 0.2 to 2.5 initially 1.0, with live numeric values. Include a Close button and the text “Settings are saved automatically.” Persist SFX, volume, and camera sensitivity in localStorage. Use simple synthesized UI/jump/fall tones gated by user interaction; optionally play a distant scream during the cutscene, with a synthesized fallback if external audio is unavailable. Use a dark navy UI palette with pale lavender text, muted lavender hints, cyan primary accents, violet secondary accents, rounded borders, and responsive full-screen layout. Implement with plain index.html/CSS/JavaScript and Three.js via an import map, with no build step.