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Harbor Catch

  • 3d
  • arcade
  • fishing
  • management
  • tower-defense
  • low-poly
  • third-person
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. dark gamers built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Harbor Catch yet. Play it, then tell dark gamers what you would add next.

Make your own game

Harbor Catch was built by dark gamers 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 Harbor Catch 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 Harbor Catch

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 low-poly arcade/management game titled “Harbor Catch.” Use a bright stylized harbor village viewed from a third-person perspective behind and above the player, with a perspective camera that follows the player. The world is a flat grassy island under a light blue sky/fog. In the center is a broad rectangular wooden dock/stall area, with a large blue fishing-water area immediately to its north, a small fishing boat floating in the water, a fishing stand and barrels on the dock, and a bright orange fish display near the water. Put a colorful fish shop on the right side of the dock, with an orange building, dark purple roof, yellow trim/sign, and visible “SELL FISH” label. Add simple houses around the island, pine trees, bushes and pink flowers, plus a dark road along the far side with yellow lane markings, curbs, and small toy-like cars that continuously drive left/right and wrap around the edges.

The player is a small blocky human fisher character standing on the dock, initially near the fishing stand. Allow WASD or arrow-key movement using smooth third-person controls, with optional jump behavior matching a standard third-person controller. The player must walk north into the blue water area to fish, or walk to the fish shop on the right to sell. Also provide a large rounded yellow bottom-center action button for mouse/touch input. Spacebar and this button perform the contextual action: at the water they cast a fishing line, and at the shop they sell all carried fish. Show a gold bobber in the water while fishing; make it gently bob and wait roughly 1.7–3 seconds before the catch resolves. Fishing consumes one of 3 starting bait, then awards 1 fish and restores one bait on a successful catch, so the bait count effectively replenishes after a catch. If the water is upgraded to level 3 or higher, give a 35% chance of catching 2 fish instead. Prevent casting while already fishing, throttle rapid casts, and show “WAITING...” on the action button during the wait. If bait is empty, show a notification that the player must sell fish to restock; if the player presses the action away from water or shop, show a guidance notification.

Selling converts all carried fish to coins at a price of 12 + (shop level × 4) coins per fish, then empties the fish inventory. The shop also attracts walking customers: spawn an occasional blocky customer from the road side, have up to five customers walk to the shop, pause and buy a random 1–2 fish if stock is available, pay the same price, then leave/despawn after a short wait. Customers should visibly walk with simple character animations.

Add a continuous defense challenge. Spawn green low-poly capsule-like zombies from the left side at intervals that become somewhat faster as the shop is upgraded. Zombies walk toward the fish shop; when within attack range, they damage shop HP continuously at 8 HP per second. Start the shop at 100 HP and show game over when it reaches zero with a notification such as “Zombies reached the shop!” and a hint saying the shop was overrun and to refresh to try again. Place two defense towers around the shop/dock. Each tower automatically targets the nearest zombie within range 7, fires a glowing yellow/orange orb about every 0.7 seconds, deals 12 damage per hit, and awards 8 coins when a zombie with 36 HP is destroyed. Zombies should have glowing red eyes and simple readable silhouettes.

Include upgrade buttons in the upper-left HUD: “UPGRADE WATER” costing water level × 40 coins and “UPGRADE SHOP” costing shop level × 60 coins. Disable or visually dim a button when the player cannot afford it. Water upgrades increase the water level, make the water brighter/glow more cyan, enlarge the glow slightly, and improve the chance of a double catch at level 3+. Shop upgrades increase shop level, slightly scale up the shop, reveal brighter trim, change the sign to “MEGA FISH SHOP” at level 3+, and increase fish sale value while also shortening zombie spawn intervals slightly. Show short fading toast notifications for catches, sales, purchases, upgrades, insufficient funds, and other contextual messages.

Use a clean HUD over the 3D scene. In the upper-left, place a dark translucent rounded panel with a blue anchor icon and bold “HARBOR CATCH” title, subtitle “Fish. Sell. Upgrade your stall.”, and live rows for Coins, Fish, Stock value, Water Lv, Shop Lv, Zombies, Shop HP, and Customers. Stock value should equal carried fish multiplied by the current sale price. Put a translucent centered hint panel at the top with context-sensitive messages such as “Walk to the blue water and cast your line.”, “At the water — press SPACE to cast.”, “At the shop — press SPACE to sell your fish.”, “Keep still... something is nibbling!”, and “Defend the shop from the zombie waves!” At the bottom center place the pill-shaped gold action button labeled “CAST LINE” or “WAITING...”; at the lower right show “WASD / arrows to move · Space to fish or sell.” Hide that legend on narrow mobile screens. Use responsive HTML/CSS overlays with soft shadows, rounded corners, white/cyan text, gold action styling, and mobile-friendly pointer buttons.

The visual style should be cheerful, toy-like, and low-poly: simple geometric terrain and buildings, saturated cyan water, green grass, warm brown wood, orange/yellow shop accents, soft shadows, subtle fog, and gentle animation. Animate displayed fish with a slight wiggle, plants with a small breeze sway, the boat with a gentle bob, and the player with idle/walk animation. The primary gameplay loop is move to water, fish, sell directly or through arriving customers, spend coins on water/shop upgrades, and keep the shop alive against zombie waves.

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