Arcade › Forest Graze
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Forest Graze was built by line 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 Graze 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 playable third-person 3D exploration and collection game titled “Forest Graze.” The player controls an animated deer/gazelle-like animal in a stylized low-poly forest clearing. Use a soft pastel, toy-like visual style with a pale sage-green sky/background, atmospheric fog, simple green forest floor, and a large tan oval/circular grazing clearing in the center. Use directional sunlight, soft shadows, and ambient hemisphere lighting. Populate the surrounding forest with low-poly blocky trees, layered rounded bushes, gray rocks, and small tufts of tall grass. Keep the clearing relatively open so the animal and collectible objects are easy to see. The camera should be a smooth over-the-shoulder/third-person follow camera positioned behind and above the animal, with the player centered near the lower-middle of the view and the forest visible ahead. The controllable character is a brown animated deer/gazelle model, scaled prominently enough to read clearly, with idle, walking, galloping/running, and jumping animation states. The character begins at the center of the clearing. Movement is relative to the third-person camera and supports WASD and arrow keys; Shift makes the animal sprint, and Space makes it jump. On touch devices, provide/use an on-screen joystick or equivalent touch movement controls. Turn the animal to face its movement direction and smoothly follow it with the camera. Place exactly eight glowing orange fruit patches around the forest and clearing at varied positions. Each patch consists of a short dark stem and two small orange-red fruits, with a subtle emissive/glowing appearance; make them gently bob and rotate so they are noticeable. When the player comes within roughly 1.4 world units, collect the fruit, remove it from the scene, increment the food counter, and show a brief centered notification. The objective is to explore and collect all eight fruits. Notifications should say “Food found — keep moving” for ordinary pickups and “You found every meal!” when the final fruit is collected. Once all food is collected, the status should read “Forest feast complete!” Add exactly two animated low-poly lion predators, one initially near the left/back side of the forest and one on the right/back side. They should idle/animate while patrolling around their home positions. For the first four seconds, give the player spawn protection. After that, if a predator comes within 10 world units, it enters a chase state, moves directly toward the animal at about 3.2 units per second, turns toward it, and the HUD status changes to “PREDATOR SPOTTED — RUN!” The player is not damaged and there is no health system: if the player successfully keeps away for five seconds of chase, remove that predator and briefly show “You outran a predator!” The predator count decreases. If both predators are gone before all food is collected, show “The forest is quiet — keep grazing.” Build the environment on a large square green ground plane with a tan sunlit grazing path/clearing layered above it. Arrange trees around the perimeter and bushes, rocks, and grass in scattered groups based on a spacious forest layout. Use shadows on the models and ground, fog that softens distant scenery, and a muted green/brown palette with orange fruit accents. Add a fixed, non-interactive HUD overlay. In the upper-left, show a dark translucent rounded panel with the title “Forest Graze,” “Food: 0 / 8” updated as fruits are collected, “Predators: 2” updated as predators are outrun, and a highlighted status line initially reading “Gazelle ready — find the glowing fruit” (or an initial exploration message while loading). At the bottom center, show a dark pill-shaped instruction bar reading “WASD / arrows to move · Shift to sprint · Space to jump,” with an additional touch-control note on coarse-pointer/touch devices. Use cream/white text and a warm yellow highlight for the status. Display temporary pickup and predator messages near the upper center in a dark brown translucent rounded box with a warm border. The game should run continuously with no menus, weapons, combat, lives, score, or timer beyond the collection and predator behavior described.