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Arcade › Garden Reach
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Lawrance Poonwassie built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Garden Reach yet. Play it, then tell Lawrance Poonwassie what you would add next.
Garden Reach was built by Lawrance Poonwassie 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 Garden Reach 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.
Recreate a small cozy low-poly 3D gardening game titled “Garden Reach” using Three.js with WebXR and a desktop fallback. Use a first-person camera attached to a movable player rig: start the rig at approximately (0, 0, 6), with the camera at head height around y=1.7. The world is a peaceful bright garden under a soft light-blue sky with matching fog in the distance. Cover the ground with a large circular green grass field, add a pale tan straight path running through the garden, wooden fence rails and posts along both sides, and four simple trees around the perimeter with brown trunks and rounded green canopies. Use colorful, softly lit low-poly geometry with shadows enabled. Place six raised rectangular soil plots in two rows of three, centered around z=-2.2 and z=0.2, with x positions -1.9, 0, and 1.9. Each plot is a brown wooden box/frame with a darker brown soil top. The soil surface is the interactive target and should highlight its wooden frame in a lighter brown when the player’s ray is hovering over it. Keep the play area constrained to approximately x=-8..8 and z=-8..12. The core loop is: select Plant mode, point at an empty plot, and click/trigger to plant a randomly selected carrot, pink flower, or orange pumpkin. A planted seed starts small (about one quarter scale) and begins at growth 0.1. Switch to Water mode, then point at the planted plot and click/trigger to water it. Watering changes the soil darker brown, creates a brief glowing blue water-drop effect that rises and fades, and allows the plant to grow automatically. While watered and not mature, increase growth over time at about 0.18 per second, scale the plant from 0.25 to 1.2, and rotate it gently. At full growth, mark the plant mature, return the soil to its normal brown, stop the watering state, and award 10 points exactly once. Mature plants remain visible. Planting an already planted plot should do nothing; watering an empty plot should do nothing. Model the three plant appearances simply with low-poly meshes: all have a green cylindrical stem; the flower has five pink spherical petals around a yellow center; the pumpkin has a squat orange spherical body and a small green top; the carrot has an orange cone/root and two small angled green leaves. Plants should gently rotate even before maturity. Do not add combat, timers, enemies, inventory, failure states, or other objectives; the goal is simply to keep growing the six garden plots and increase the score. Create a large semi-transparent dark teal rounded instruction/HUD panel over the upper portion of the desktop view. It should visibly show the title “Garden Reach,” the current “Mode: Plant” or “Mode: Water,” and “Score: 0” initially. Include two large buttons labeled “Plant Seed” and “Water,” with the selected mode visually active, and instructional text: “Desktop: WASD move, mouse look, click interact, 1/2 switch tools.” and “VR: Enter VR, point with a controller ray, press trigger to plant or water.” Include an “ENTER VR” WebXR button near the bottom of the screen. Match the screenshot’s simple large white typography, dark teal panel, yellow plant button, green water button, bright green grass, and rounded outlined VR button. Desktop controls: WASD moves the player relative to the camera’s horizontal facing direction at roughly 3.5 units/second; mouse look works through pointer lock, with clamped vertical view; click interacts with the plot currently hit by a forward camera ray. Number key 1 selects Plant and number key 2 selects Water, while the on-screen buttons do the same. Desktop interaction should work without entering VR. VR controls: provide the built-in WebXR Enter VR button. Attach two controller rays to the player rig, point either ray at a plot’s soil, and use the controller select/trigger event to plant or water according to the selected mode. Implement arm-swing/gorilla-style locomotion: holding either controller grip/squeeze activates that hand, and moving a hand while it is touching the ground or the top of a raised planter pushes the player in the opposite horizontal direction; moving it through the air also gives a weaker opposite push. Cap push impulses and overall speed for stable movement, damp velocity, keep the player at y=0, and clamp the rig to the garden bounds. Hand collision should recognize the ground around y=0 and planter tops around y=0.56. Render controller rays as white lines. The HUD mode buttons can be used before entering VR to switch between planting and watering. Expose optional debugging state functions window.getGameState() and window.setGameState() containing player position/view/velocity, score, mode, plot planted/watered/growth/mature/type states, XR status, and locomotion grip/contact state, but do not show debug overlays in the game. Use a clean, warm, accessible toy-like presentation and preserve the first-person garden viewpoint shown in the reference screenshot.