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Habitat Keeper

  • 3d
  • third-person
  • simulation
  • casual
  • animal-care
  • low-poly
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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. Michel Clauwaert built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Habitat Keeper yet. Play it, then tell Michel Clauwaert what you would add next.

Make your own game

Habitat Keeper was built by Michel Clauwaert 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 Habitat Keeper 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 Habitat Keeper

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 third-person 3D game titled “Habitat Keeper” set in a simple bright low-poly meadow. The camera follows a small player character from behind at an elevated distance, with a perspective view. Use a turquoise/blue sky background with matching atmospheric fog, a flat green grass ground, soft shadows, and warm directional sunlight. Lay out five long parallel pale tan paths across the meadow. Add sparse low-poly environmental decoration: one tree on each far side and one bush on each near side.

The player is a stylized keeper represented by a dark-blue rounded capsule body with a broad yellow/gold cylindrical hat, standing and moving along the meadow. Use third-person movement controls: WASD or arrow keys move, Shift runs, and Space jumps. Include equivalent on-screen action buttons for touch/mouse play. The camera should follow and orbit/track the player in a third-person style.

The core goal is to build three small animal habitats and feed the animals to increase happiness. Place three predefined habitat sites: a “Pond Paddock” toward the left/back area, a “Meadow Pen” straight toward the back, and a “Woodland Yard” toward the right/back area. Initially the sites are unbuilt. Each site can be built when the player is within 12 world units, using B or a “Build nearest habitat” button. Building the nearest site should only work once per site and show a brief toast message if it is already built or if the player is too far away. When built, create a pale-green circular habitat pad, four simple fence sections forming a square enclosure, and a colored rectangular sign at the front: cyan/blue for Pond Paddock, golden yellow for Meadow Pen, and brown for Woodland Yard. Track three total habitats built.

Spawn three low-poly animals in the meadow: one sheep near the central/back site and two chickens near the left and right sites. Use simple animated 3D animal models with idle animations. Before being fed, each animal gently wanders around its spawn point in a small sinusoidal drift. The player can feed the nearest animal with E or a “Feed nearest animal” button only when it is within 8 world units and food remains. Start with 12 feed units and happiness 0. Each successful feeding consumes one feed, adds 10 happiness, increments that animal’s fed count, and plays its eating animation (sheep eating for the sheep, pecking for chickens). If no food remains, show “No feed left — build a habitat to earn more”; if no animal is close enough, show “Move closer to an animal.” Do not add an unimplemented food-replenishment system. Building affects only the habitat count and structures; feeding affects food, happiness, and the animal’s fed state.

Create a fixed HTML HUD over the 3D view. In the upper-left, use a dark translucent rounded panel with the title “Habitat Keeper,” subtitle “Build little homes. Keep your animals happy.”, and live stats formatted as “Habitats 0/3 · Feed 12 · Happiness 0” with the values updating after actions. Under it show the control hint: “WASD / arrows move · Shift runs · Space jumps · E feeds the nearest animal · B builds the nearest site”. In the lower-right, place two large rounded buttons stacked vertically: pale green “Build nearest habitat” and light teal “Feed nearest animal.” Add a centered top toast notification that fades after roughly two seconds for action feedback such as “Pond Paddock built!” or “chicken enjoyed the meal!”. Keep the UI clean, readable, friendly, and responsive on mobile; hide the long hint on narrow screens and make touch buttons large. Use soft shadows, rounded panels/buttons, a cheerful pastoral palette, and low-poly casual-game styling.

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