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Green Sweep

  • 3d
  • top-down
  • arcade
  • lawn-mowing
  • casual
  • mobile
0
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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. njdewitt13 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Green Sweep yet. Play it, then tell njdewitt13 what you would add next.

Make your own game

Green Sweep was built by njdewitt13 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 Green Sweep 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 Green Sweep

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 playable 3D top-down lawn-mowing game titled “Green Sweep.” Use a fixed-following perspective camera looking down at a square 20×20 lawn, with a soft green background/fog and warm directional sunlight, shadows, and a stylized low-poly look. Build the lawn from a 20-by-20 grid of slightly separated square grass tiles, alternating dark and lighter green shades in a checkerboard pattern. Surround it with a low dark-green raised border. Add a few low-poly pine trees around the outside/edges and several rocks within the yard, plus a simple fence along the far/south edge, matching a cheerful nature-kit aesthetic.

The player is a small stylized push mower, initially centered near the south edge of the lawn at approximately (0, 0.55, 7). Model it from simple primitives: a red rectangular mower body, a yellow raised hood, a dark curved handle behind it, four small dark wheels, and a dark circular blade underneath. It should cast a shadow and remain clearly visible from above. Allow the player to drive around the lawn with WASD or arrow keys; support the on-screen/mobile top-down control interface as appropriate. The control scheme also exposes Shift as a power-up/speed action and Space as a hop/jump action. Movement speed is approximately 4.3, with gravity/jump behavior, and the mower should stay constrained by the lawn/ground collision area.

The core objective is to mow every grass tile. While the mower is within roughly 0.85 world units of an uncut tile, mark that tile as cut exactly once. Cut tiles should visibly change from the dark green grass to pale yellow-green freshly cut grass, preserving alternating shades and showing darker green side faces. Lower cut tiles slightly so the cut pattern is easy to see. As the mower moves, draw a bright yellow mowing trail on the ground between successive movement positions, with broad rectangular/strip-like segments; retain only the most recent roughly 260 segments. The yard should gradually display the player’s mowing paths and cut patches rather than relying on enemies, timers, lives, weapons, or collectibles.

Add a fixed HTML-style HUD over the canvas. In the upper-left, show a rounded translucent very-dark green panel with the uppercase spaced title “GREEN SWEEP,” a large white “0% mowed” counter initially, and the subtitle “Start trimming the lawn.” Update the percentage to the nearest whole percent based on 400 total grass tiles. Once mowing starts, change the subtitle to “Keep the stripes clean”; when all tiles are cut, show “Whole yard finished!” Also briefly display a centered rounded green notification reading “Fresh cut!” whenever new tiles are mowed, with a short fade in/out. In the upper-right, show a matching Controls panel saying “WASD / arrows to drive,” “Shift to power up,” and “Space to hop” (hide this help panel on narrow mobile screens). Put a bright lime rounded “Reset lawn” button in the lower-right; pressing it resets all tiles to uncut, clears the yellow trail, restores the counter and initial status, and returns the mower to its starting position. On touch/mobile layouts, retain a translucent circular virtual control visible near the lower-right, as suggested by the screenshot. Use responsive full-screen rendering, rounded translucent HUD panels, white/green typography, and no visible debug UI.

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