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Forest Lake

  • 3d
  • third-person
  • exploration
  • narrative
  • low-poly
  • 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. Jnanesh A S built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Forest Lake yet. Play it, then tell Jnanesh A S what you would add next.

Make your own game

Forest Lake was built by Jnanesh A S 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 Lake 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 Forest Lake

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 small atmospheric third-person 3D exploration game titled “Forest Lake.” Use Three.js or an equivalent real-time 3D engine with a perspective camera following a controllable player. The scene is a stylized low-poly/cartoon outdoor environment in bright afternoon light: a broad green meadow, a tan forest path running forward from a small house, scattered low-poly trees and bushes lining the route, and a large clear turquoise lake at the far end with a sandy beige circular shore. Add soft shadows, blue sky-colored background, and atmospheric fog that makes the distant forest/lake fade gently.

At the starting point, place the player as a humanoid boy character in front of a little house. The house has simple warm peach/orange walls, a dark reddish-brown roof, a brown front door, and one pale blue window. The boy should use an animated low-poly humanoid model if available, with idle, walk, run, and swim animations. Face him toward the path/lake. Scatter trees and bushes on both sides: trees at approximate positions along the path edges (roughly x ±11 to ±15, z -10 through -40), and smaller bushes closer to the path (roughly x ±5 to ±8, z -15 through -39), with slightly varied rotations. Do not add enemies, combat, inventory, collectibles, or health systems.

The main interaction is walking through the story scene. Support WASD and arrow keys for third-person movement, mouse/touch dragging to look around, and Space to jump. Use movement speed around 6.2, jump speed around 8, gravity around -22, a follow-camera distance around 8, and a slope limit around 42 degrees. The camera should track the player from behind in third person and allow the environment to be inspected by dragging. The playable route leads from the house down the path toward the lake.

Implement three narrative states based on the player’s forward position. Initially, show the story text: “A boy leaves his little house and follows the forest path.” with hint “WASD / arrows to walk · drag to look · Space to jump” and badge “Chapter 1 · The walk.” When the player walks into the forest (forward position approximately z < -10), update the text to “He walks deeper into the forest. Birds sing between the trees.”, hint “Keep walking along the path toward the water.”, and badge “Chapter 1 · The forest.” When he reaches the lake approach (approximately z < -31), update to “Through the trees, he sees a beautiful lake sparkling in the afternoon sun.”, hint “Tap ‘Swim in the lake’ to jump in.”, and badge “Chapter 2 · The discovery.” At that point reveal a “Swim in the lake” button at the lower-right of the screen.

When the player activates the swim button while near the lake (z < -27), enter the swimming state: hide the button, move the player into the lake around z = -39, and show the text “The boy laughs, splashes through the clear water, and swims across the beautiful lake.”, hint “Swimming… the water is cool and bright.”, and badge “Chapter 3 · Lake day.” Stop normal walking control while swimming and animate the boy bobbing in the water, moving gently side-to-side across the lake with x oscillating approximately as sin(time*0.8)*5, y bobbing around 0.15 with a small sin(time*3) ripple, and slight heading sway. Play the swim animation if the model provides it.

Build a restrained overlay HUD on top of the 3D view. In the upper-left, use a semi-transparent very dark teal rounded panel with subtle light border, blur/shadow, the title “Forest Lake” in bold white, the current narrative line in pale blue-white, and the current hint in warm yellow. In the upper-right, show the current chapter in a translucent rounded pill with pale green-white text. The swim action should be a rounded turquoise pill button at bottom-right with dark text and a soft cyan glow; it is hidden until the lake state. Make the interface responsive on mobile and desktop, with no scrolling and the canvas filling the viewport.

Use a cyan/teal sky background with matching fog, warm sunlight and cool fill light, physically or standard shaded materials with roughness for the low-poly look, and shadows from the house, trees, bushes, and character. The overall mood is peaceful, simple, storybook forest exploration rather than a challenge game.

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