Appearance
Arcade › Harvest Hollow
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kingsman Crew built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Harvest Hollow yet. Play it, then tell Kingsman Crew what you would add next.
Harvest Hollow was built by Kingsman Crew 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 Harvest Hollow 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.
Recreate “Harvest Hollow” as a playable local two-player cooperative farming game in a cheerful low-poly 3D style. Use a fixed orthographic, elevated top-down/isometric camera looking down at a rectangular farm, with a pale mint-green background/ground, soft shadows, warm sunlight, and light fog. The camera should subtly track the midpoint of the two players horizontally while keeping the farm visible. Build the farm as a bounded grassy area approximately 18 by 12 world units. Surround it with simple wooden fence segments on all four sides, with a visible break/opening near the north center. Place a small low-poly farmhouse/building toward the back-left of the field. Add tan paths: a horizontal path across the lower/middle area and a vertical path through the center. Arrange three rows of five dark-brown soil plots (15 plots total) across the center, spaced in a grid. Each plot is a small rectangular soil tile, with larger dark bed strips behind/around the tiles as visible farm-bed structure. Add two blocky low-poly animated farmer avatars. Player 1 starts near the lower-left side of the central path and uses a warm yellow/orange color accent; Player 2 starts near the lower-right side and uses a light blue accent. They should have idle and walking animations, face the direction they move, cast shadows, and be constrained within the fenced farm bounds. Player 1 moves with WASD and Player 2 moves with the arrow keys. Normalize diagonal movement and use roughly equal walking speeds. On mobile, show an on-screen directional pad with up/left/down/right buttons for Player 1, plus two action buttons: “Plant / Harvest” for Player 1 and “P2 Action” for Player 2. The core interaction is proximity-based farming. Each player’s action selects the nearest soil plot only if it is within about 1.35 world units; otherwise display a temporary message saying that player is too far from a plot. When an empty plot is activated, plant its predetermined crop type and show a temporary message such as “P1 planted carrot seeds.” Cycle crop types across the plots using carrot, pumpkin, and turnip. After approximately 1.1 seconds, the planted plot becomes ripe and displays a corresponding low-poly crop model. Activating a ripe nearby plot harvests it, removes the crop model, increments one shared basket counter, and displays a message such as “P2 harvested pumpkin!” The plot then returns to empty and can be planted again. Do not add combat, enemies, inventory complexity, money, timers, or crop growth stages beyond empty, growing, and ripe; the code’s farm day remains day 1. Overlay a clearly readable HUD over the game. At the upper-left, use a rounded dark translucent panel with a green outline and large light-green “Harvest Hollow” title, followed by “Local co-op farm day 1” and “Shared basket: 0 crops,” with the day and basket values highlighted in orange. On wider screens also show a small help panel at the upper-right stating: “P1 WASD + E P2 Arrows + Enter,” “Plant empty soil, then harvest when the crop is ripe,” and “Two players share the same farm — work together!” On small/mobile screens hide the help panel and show the rounded directional controls along the bottom, with a large brown/gold “Plant / Harvest” button and a second “P2 Action” button. Temporary interaction messages appear centered near the bottom in a rounded panel and fade out after about 1.7 seconds. Maintain the shared basket and day values in the HUD as interactions occur. Use polished low-poly geometry, soft ambient/directional lighting, warm tan paths, rich brown soil, green grass, wooden fencing, and simple blocky characters matching the attached visual aesthetic.