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Arcade › Cozy Garden
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kacadis built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Cozy Garden yet. Play it, then tell Kacadis what you would add next.
Cozy Garden was built by Kacadis 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 Cozy 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.
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, minimalist 3D garden arranging game titled “Cozy Garden.” Use Three.js or an equivalent browser 3D engine with an orthographic camera in a fixed elevated three-quarter view looking at the origin from roughly (10,14,10), so the whole garden is visible like a softly isometric tabletop scene. The background should be a pale sage gray-green (#d7ead1), with subtle matching fog. Light the scene warmly using soft hemisphere light and a warm directional sun from the upper left/front; enable soft shadows. The garden should consist of a large muted green rectangular planting ground, approximately 18 by 13 world units, and a contrasting pale tan stone path running through the center as a narrow raised strip, about 1.5 units wide and 12.5 units long. Overlay a faint translucent white placement grid on the ground: 13 columns by 9 rows, with square tiles spaced on a 1.25-unit grid, each tile about 1.04 units wide. Keep the visual style clean, friendly, pastel, low-poly and uncluttered. The core interaction is freeform garden decoration. At the bottom, show a rounded cream palette bar containing six selectable decoration buttons, each with a large emoji/icon and label: Tree (🌳), Bush (🌿), Flower (🌼), Bench (🪑), Fountain (⛲), and Stones (🪨). Flower is selected initially, indicated by a warm gold outline and pale yellow background. When the player selects an item, update the centered dark translucent pill hint to say “Tap the garden to place a [lowercase item name]”. Clicking/tapping the garden places a clone of the selected 3D object at the clicked ground location, snapped to the nearest 1.25-unit grid position. Objects sit on the ground and can overlap the path; there is no collision or inventory limit. Use recognizable low-poly park props, preferably matching these forms: a leafy tree with trunk and rounded crown, a compact bush, a small flower with stem and bloom, a wooden bench, a stone/blue fountain, and a cluster of cobblestones. If external GLB assets are available, use appropriately scaled park models; otherwise create simple low-poly fallback geometry. Approximate scale should be tree 1, bush 1.25, flower 2.1, bench 1, fountain 0.85, stones 0.8. Give placed models soft shadows and natural muted colors. As the pointer moves over the garden, show a translucent 50%-opacity ghost preview of the currently selected object at the snapped position. Make the ghost gently bob up and down while it previews, and remove it when the pointer leaves the canvas. Clicking/tapping with the primary mouse button places a permanent object at the snapped position using the current rotation. Provide a top-right “↻ Rotate” button that advances the placement rotation by 90 degrees each press; rotate both the ghost and newly placed objects. Provide a “Clear” button beside it with a pale peach background that removes all placed decorations. Also support right-click/context-menu removal: prevent the browser context menu, find the nearest placed decoration to the clicked ground point, and remove it if it is within 1 world unit. Build the HUD as fixed, responsive HTML over the canvas. At the top-left, show a rounded off-white translucent title card with bold “Cozy Garden” and the subtitle “Arrange plants and little decorations.” Put the rotate and clear controls in rounded cream buttons at the top-right. Center the dark green hint pill below the top bar. Put the palette in a rounded cream translucent bar inset slightly from the left, right, and bottom edges, with a soft green shadow and horizontally scrollable behavior on narrow screens. Use dark green rounded system/ui typography, generous spacing, rounded corners, soft shadows, and no score, timer, lives, enemies, win screen, or other game mechanics.