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Arcade › Founder's Town
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hudson Peterson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Founder's Town yet. Play it, then tell Hudson Peterson what you would add next.
Founder's Town was built by Hudson Peterson 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 Founder's Town 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 cozy low-poly 3D town-building game titled “Founder’s Town.” Use an orthographic-like-feeling but actually perspective, elevated isometric/three-quarter camera over a 12x12 square build grid on a bright green grassy field. The camera starts angled from above with orbit controls: dragging rotates/orbits around the town, and mouse wheel or pinch zooms, with a constrained high-angle view. Use soft daylight, shadows, pale blue sky/fog, a small blue circular pond near the back-left edge, scattered decorative low-poly trees around the perimeter, and Kenney-style suburban/city-kit assets: roads, small houses, shops, and trees. Show a small yellow flag on a wooden pole as the town-hall marker near the starter settlement. Keep the visual style clean, colorful, friendly, and low-poly. Core gameplay is tile-based construction. The player selects one of five bottom build controls—Road (0), House ($50), Shop ($90), Park ($35), or Bulldoze (refund)—then taps/clicks a tile on the visible 12x12 grid to act. Highlight the tile under the pointer with a translucent yellow square; show occupied tiles as a red highlight unless bulldozing. Clicking while dragging/orbiting should not build. Prevent construction on occupied tiles and show a brief dark rounded toast such as “That tile is already used”; if funds are insufficient, show “Need $X more.” Building deducts the listed cost and briefly reports what was built. Bulldozing removes an occupied tile and returns a partial refund: road $4, house0, shop $35, park2; bulldozing an empty tile reports “Nothing to bulldoze.” Start with60, Day 1, and a starter town consisting of three connected road tiles in a short north-south line, one house adjacent to the road, one park adjacent to the road, plus the town-hall flag marker. The initial calculated HUD should show 8 people, 0 jobs, and about 49% happiness as in the reference. Roads should visually rotate/connect: use straight road pieces, rotate horizontal versus vertical based on neighboring roads, and use an intersection piece when at least three neighboring road directions connect. Houses should alternate between two suburban house models and shops should use a commercial building model. A park is a green circular patch with a tree. Rules and progression: houses adjacent orthogonally to a road provide 8 population each; houses not connected provide 3 each. Shops adjacent to a road provide 10 jobs each; unconnected shops provide 3 each. Parks add 5 happiness each, capped at a 22-point park boost. Happiness starts from a base of 48, gains a job-balance contribution based on jobs/population capped at 18, loses 12 unless a road is adjacent to the town-hall marker, and loses 0.55 per unemployed person; clamp happiness between 25% and 100%. Each day, connected houses contribute $7 tax each, connected shops contribute6 each, happiness above 50 contributes 0.7 per point, and parks cost 2 each; add a base income of8. Advance automatically roughly every 9.5 seconds, increment the day, add the current income to money, and if happiness is below 42 with any population, subtract an additional $8 (not below zero). Display a toast like “Day 2: +$X taxes.” The win condition is at least 60 population and at least 70% happiness; when achieved, show a toast such as “Town charter earned! You built a real town.” Do not add combat, quests, vehicles, zoning, or other mechanics. HUD/UI: overlay a centered rounded cream translucent top status panel with five cells labeled MONEY, PEOPLE, JOBS, HAPPY, and DAY, showing values like60, 8, 0, 49%, and 1. Put a cream rounded goal panel below/left reading “Goal: Grow from an empty field to 60 people with 70% happiness.” Place the rounded cream build toolbar centered along the bottom with the five controls and prices/refund text; make the selected tool green, bulldoze red when selected. On desktop, show a small cream help panel at upper-right reading “Tap a tile to build. Drag to orbit. Mouse wheel / pinch to zoom. Roads connect buildings; shops create jobs; parks boost happiness.” On narrow screens hide that help panel and put the goal across the lower area above the toolbar. Use a modern rounded Inter-like font, translucent cream panels, subtle shadows, and brief pill-shaped dark toast notifications above the toolbar.More free browser games