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Harvest Hunt

  • 3d
  • first-person
  • horror
  • survival
  • arcade
  • mobile
  • ai-survivors
  • farming
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. Salama Reffas built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Harvest Hunt yet. Play it, then tell Salama Reffas what you would add next.

Make your own game

Harvest Hunt was built by Salama Reffas 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 Hunt 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 Harvest Hunt

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 browser game titled “Harvest Hunt,” viewed from a first-person perspective as a faster, machete-wielding killer hunting four AI survivors in a moonlit wheat farm. Use a low-poly stylized Three.js-like presentation: dark olive-green ground, dense grid-like golden wheat stalks, scattered tall grass, brown dirt paths crossing the map, perimeter fence sections, soft fog, warm moon/sun lighting, and a small central wooden shack with an open front doorway, wooden walls/floor, dark pitched roof, and a warm lamp. Put five repairable generators on the map: four around the outer crop field and one inside the shack. Each generator is a compact gray metal engine block with a horizontal black coil, yellow status bulb, and a vertical yellow progress indicator that rises as it is repaired; completed generators turn their status light green. Place a north escape gate at the top edge of the farm, made from two wooden posts and a header, with a green glow that activates only after all five generators are completed.

The player is the killer, positioned in first person at eye height, with a simple machete visible in the lower-right foreground and a centered aiming/crosshair feel. Move at speed 7, faster than survivors, and constrain movement to the field bounds while preventing passage through the shack walls. Desktop controls: WASD or arrow keys move, mouse look after clicking the game, E or mouse click attacks, Space or F places a bear trap, and R resets. Mobile controls: a large translucent circular joystick on the lower-left moves the killer; dragging on the right side looks around; large lower-right ATTACK and TRAP buttons perform actions; a wide RESET button sits below them. Make the controls and HUD responsive and touch-friendly.

The core loop is real-time and immediately active: four survivors begin at the four outer corners of the field, automatically travel toward unfinished generators, and repair them slowly. Survivors run away when the killer is within roughly 7.5 world units. The killer can perform a directional machete attack with about a 3.2-unit range and a forward-facing cone; a successful hit instantly downs one nearby living survivor, while a miss briefly reports “Missed swing.” The killer starts with 12 bear traps. Placing one creates a visible metal circular bear trap about 1.45 units in front of the killer and reduces the count; traps can be placed anywhere in the bounded field. A survivor stepping on an unused trap becomes wounded and temporarily caught for about three seconds, the trap is marked used/shrinks, and that survivor subsequently moves more slowly. Survivors should use the shack and field paths as part of their navigation, but do not invent extra objectives or combat abilities.

Survivors repair generators at a slow hunt-friendly pace, selecting unfinished generators until all five are done. When the final generator is repaired, open and illuminate the north gate and have surviving survivors run toward it; a survivor escapes when reaching the gate opening. The killer wins when all four survivors are downed. Survivors win when at least three escape (and the game also ends in the survivor-favoring condition when the escaped/downed outcome indicates more survivors escaped). Stop updating the active simulation after game over, but continue rendering the scene and HUD. Include short on-screen event messages such as “The hunt begins,” “Bear trap set,” survivor trap/down/escape notifications, and the final winner message.

Show a prominent dark translucent HUD across the top: on the left, objective text explaining “You are the killer,” stopping four survivors before they repair five generators and escape north, that the killer moves faster, and that bear traps can be used anywhere. On the right, display live counters exactly in this style: “Generators: 0/5,” “Traps: 12,” “Downed: 0/4 · Escaped: 0,” and elapsed “Time: 0s,” updating throughout play. Keep the visual language consistent with the screenshot: oversized bold white text, rounded dark panels with subtle borders/shadows, large red ATTACK button, brown/olive TRAP button, and blue-gray RESET button. Use stylized low-poly survivor characters in distinct blue, orange, green, and purple clothing, and a hidden first-person killer character with the machete view model; loaded character assets may be used but provide simple capsule-bodied fallback characters so the game remains playable if assets fail. Expose a game-state API equivalent to window.getGameState() containing player position/speed/traps/yaw/pitch, survivor positions/states/wounded/caught timers, generator progress/completion, gate state, win state, and counts; support a corresponding state patch function for player, traps, gate, game-over, and generator state.

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