Arcade › Güvercin Cenneti
Click the game above and it runs right here in your browser. No download, no installer, no account needed. cmcapg6136 built it with Cinevva, so it works on a phone or a tablet too.
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Güvercin Cenneti was built by cmcapg6136 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 Güvercin Cenneti 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 landscape-only, third-person 3D mobile game titled “Güvercin Cenneti” (Pigeon Paradise), set in a rustic village pigeon courtyard. Use a shoulder-style follow camera positioned behind and slightly to the side of the player, aimed at the player’s upper body; let the player rotate the camera by dragging on the right 60% of the screen, with vertical look clamped. The player is a stylized human avatar in a walled outdoor yard. Add a large walkable rectangular courtyard with boundary limits and solid collision around a pigeon coop/cage, hay/feed crate, water crate, a traditional village house attached along the west/left wall, a small agricultural vehicle called a “çapa,” and a Volkswagen Passat-like car. The obstacles should block movement and allow sliding along their edges; the outer yard should also constrain the player and vehicles. Include a house roof with a low parapet and a ladder: when close to the ladder, a DAM ÇIK (climb roof) action teleports the player to the roof; on the roof, movement is constrained to the roof rectangle and does not use the ground obstacles. Near the roof ladder’s upper end, DAM İN returns the player to the ground. The avatar cannot climb while riding either vehicle. Populate the yard with multiple stylized pigeon NPCs. They stand and wander autonomously, choosing idle, general walking, water-seeking, drinking, food-seeking, and eating behaviors. Give them collision-aware movement around the crates and coop, natural turning, a subtle walking hop/weight shift, and characteristic forward/back head-bobbing. Their wings remain stationary rather than flapping during ordinary walking. Pigeons occasionally emit a soft synthesized coo in the background. The player can approach a pigeon and press AL (pick up) to hold it; held pigeons stop their AI and animation, and BIRAK releases the pigeon. Add a whistle button: it plays a long rising/falling synthesized trill and makes all pigeons take off into a flock/flying state, visibly flying above the courtyard. Add an IN button to make flying/taking-off pigeons land back down near the coop; show appropriate brief Turkish status feedback for actions such as calling pigeons, landing, being out of range, mounting, and roof transitions. Implement vehicle interaction through two separate circular buttons, both labeled BİN when available: the yellow/brown agricultural çapa and blue Passat. When close enough, BİN mounts the çapa; the avatar remains visible seated on it with bent legs/arms and an upright/slightly leaned torso, and joystick movement drives the vehicle at a slower speed. When close enough to the Passat, BİN mounts the car; the avatar is hidden inside the car to create an interior-driving feel, and joystick movement drives it faster. Both vehicles turn toward their movement direction, follow collision and courtyard bounds, and the player cannot mount one while riding the other. Press the relevant button again to dismount. Riding a vehicle disables roof climbing. Use separate dark/warm-toned, chunky stylized models/materials for the human, pigeons, coop, crates, village house, farm vehicle, and car; use shadows, soft directional lighting, and a rustic earthy color palette. The interface is designed for a phone held horizontally. In portrait orientation, hide the game and controls and show a full-screen Turkish rotate-device notice. In landscape, show a translucent circular virtual joystick at bottom-left (110px base with a smaller colored knob) for movement; its direction is relative to the camera, with up meaning forward. Put a vertical stack of small glossy circular action buttons at bottom-right: 🎵 ISLIK, ⬇️ İN, 🤲 AL, 👐 BIRAK, 🛺 BİN for the çapa, 🚗 BİN for the Passat, 🏠 DAM ÇIK, and 🪜 DAM İN. Buttons use distinct colors (blue whistle, orange landing, green pickup, red release, yellow farm vehicle, blue car, purple roof up, pale-blue roof down), white borders, shadows, and tiny Turkish labels. Do not add score, lives, weapons, enemies, or invented objectives; this is a free-roaming interactive pigeon-and-village simulation focused on exploring, handling pigeons, calling them to fly/land, driving the two vehicles, and accessing the roof.