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Golden Hour Fishing

  • 3d
  • casual
  • fishing
  • timing
  • relaxing
  • sunset
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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. eldor komilov built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Golden Hour Fishing yet. Play it, then tell eldor komilov what you would add next.

Make your own game

Golden Hour Fishing was built by eldor komilov 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 Golden Hour Fishing 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 Golden Hour Fishing

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 browser-based 3D casual fishing game titled “Golden Hour Fishing,” rendered with Three.js or an equivalent real-time 3D engine. Use a fixed third-person scenic camera: a perspective camera positioned above and behind a short wooden dock, looking forward across a calm lake. The dock is centered in the lower middle of the view and is made from six horizontal reddish-brown wooden planks with visible seams, supported by two dark wooden posts descending into the water. Do not add player movement or camera controls; the scene should remain a quiet, fixed fishing vista.

Set the atmosphere to a stylized golden-hour sunset. Use a dusky mauve/purple sky with fog fading toward the horizon, warm peach/orange sunlight, and cool blue-violet rim lighting. Place a large pale golden setting sun with a soft orange glow toward the upper-left horizon. Create a broad, gently animated lake plane extending into the distance, dark muted blue/gray-green and slightly transparent/reflective, with very subtle vertical bobbing or water motion. Add a rounded grassy shoreline/landform around the rear of the dock in muted olive green. Include park-like background props: a bench on the left shore with a small bird perched on it, a large tree on the left, another tree on the right, and a farther tree in the background. These background assets should be low-detail/stylized and softly obscured by the sunset fog. Enable soft shadows and warm cinematic tone mapping.

The only gameplay action is casting and reeling. Start in a ready state with no bobber visible, no line visible, the fish counter at 0, and the button labeled “Cast the line.” The player activates one large rounded button centered near the bottom of the screen. When cast, create a thin pale fishing line from the front end of the dock (approximately at the angler position) to a small red bobber floating in the water ahead, slightly right of center. The bobber should have a glowing red/pink sphere and a pale golden circular ripple ring around it. The line should follow the bobber as it moves.

After each cast, enter a waiting state for a random delay of roughly 2.2 to 5.6 seconds. During waiting, gently bob the float up and down, show the button text “Waiting for a bite…”, and change the instruction panel to “Listen to the lake…<br/>The bobber will dip when a fish bites.” Once the delay ends, enter the bite state: visibly dip and rapidly shake the bobber, change the button label to “Reel it in!”, and show the instruction “The bobber dipped!<br/>Tap the button before the fish gets away!” The player catches the fish by tapping/clicking the same button while in this bite state. On a successful reel, hide the bobber and line, increment the fish count by one, update the best score if the current fish count exceeds it, persist the best score in local storage, and return to the ready state. Show the instruction “A nice catch!<br/>Cast again when you are ready.” and the button text “Cast the line.” There is no player avatar, inventory, fish animation, movement, aiming, or other gameplay system; the interaction is entirely timing-based around the bobber dip.

Build the HUD as fixed HTML/CSS layered over the 3D canvas. At the top center, display a dark translucent glass-like pill with rounded ends, subtle light border, and blur effect. It must read “Golden Hour Fishing   Fish 0   Best 0,” with the numeric values highlighted in warm gold. Place a dark translucent rounded instruction panel centered near the bottom, just above the button, with white text and centered line breaks. Place a large pill-shaped bottom button with a warm cream-to-orange gradient, dark purple text, bold font, and a soft shadow; it should slightly scale down while pressed and support both mouse and touch/pointer input. Near the top below the HUD, show brief transient warm-gold feedback messages such as “A gentle cast…”, “Bite!”, and “You caught a lake fish!” that fade out automatically. Make the layout responsive for narrow screens, keeping the top pill, instruction panel, and button centered and preventing the page from scrolling. Match the screenshot’s quiet, minimal, cinematic low-poly aesthetic and muted sunset palette.

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