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Fruit Fly Garden

  • 3d
  • collectathon
  • exploration
  • low-poly
  • third-person
  • garden
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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. Grace Misenheimer built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Fruit Fly Garden yet. Play it, then tell Grace Misenheimer what you would add next.

Make your own game

Fruit Fly Garden was built by Grace Misenheimer 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 Fruit Fly Garden 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 Fruit Fly Garden

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 third-person 3D exploration/collectathon game titled "Fruit Fly Garden". Use a soft, stylized low-poly garden scene viewed from a perspective follow camera behind and above the player. The world has a pale mint/aqua background with matching atmospheric fog, bright soft directional sunlight, gentle shadows, and a large dark-green rectangular meadow as the base. Add a sequence of raised green rectangular platforms/islands like a garden obstacle course: one around the left side, then higher platforms toward the center/right and rear, plus a brown rectangular soil patch on the meadow. Arrange simple low-poly garden props around the ground and soil such as blocky trees, mushrooms, and tufts of grass.

The player is a tiny cartoon fruit fly positioned initially near the lower-left/front portion of the meadow. Model it with a rounded dark brown body, a smaller nearly black head, two prominent glowing red eyes, and two translucent pale-blue wings extending from its sides. The fly should visibly face its movement direction and cast a small shadow. Movement is free 3D character movement using WASD or arrow keys; Space makes the fly flap-jump. Allow dragging to look around. Use a third-person camera following the fly at roughly 8.5 units distance, with movement speed around 6.6, jump speed around 9.3, gravity around -23, and a fairly wide perspective view.

Place exactly 12 collectible glowing golden-yellow nectar/pollen sugar orbs throughout the garden and on the raised platforms. They are small faceted/icosahedron-like objects, emit a warm yellow-orange glow, slowly spin, and gently bob up and down. Put them at these approximate world locations so the course spans the meadow and platforms: (-7,4.25,-3), (-5,4.3,-1), (2,6.9,-5), (6,6.9,-3), (11,9.45,1), (2,11.65,8), (-2,11.65,8), (-8,1.15,5), (-3,1.15,2), (5,1.15,7), (10,1.15,-6), and (13,1.15,5). When the fly comes within about 1.05 world units of an orb, collect it, hide it, and increment the pollen count. The goal is to collect all 12; when complete, show a centered dark translucent completion card with a yellow border, the heading "Garden Complete!", and the text "You found every sugar orb. Tap Reset to buzz again." There are no enemies or combat.

Add a fixed HUD over the game. In the upper-left, show a rounded dark translucent panel with a subtle light border and shadow: yellow uppercase title "FRUIT FLY GARDEN", score text "Pollen 0 / 12" (updating as orbs are collected), and the hint "WASD / arrows to buzz around · Space to flap-jump · drag to look" in small pale blue-green text. In the upper-right, add a yellow pill-shaped "Reset" button with dark text and a pressed/down visual state. Reset restores the score to 0, returns the fly to its starting position, and makes all 12 orbs visible again. Keep the visual style clean, playful, minimal, and low-poly, with rounded UI, mint-green environmental colors, yellow collectible/UI accents, and no additional mechanics or HUD meters.

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