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Heartwise Park

  • 3d
  • casual
  • social
  • park
  • third-person
  • collectathon
  • arcade
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. Kk Luna built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Heartwise Park yet. Play it, then tell Kk Luna what you would add next.

Make your own game

Heartwise Park was built by Kk Luna 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 Heartwise Park 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 Heartwise Park

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 casual social-challenge game titled “Heartwise Park.” Use a bright, low-poly, toy-like Three.js-style presentation with a fixed third-person trailing camera: the camera follows behind and above the player at roughly (player x, 6.7, player z + 8.6), looking toward the player and park center. The world is a small circular grassy park under a clear sky-blue background with light fog and soft shadows. Build a round green grass island about radius 18, bounded visually by a ring of 14 simple stylized trees with brown cylindrical trunks and faceted green crowns. In the middle, make a pale yellow circular walking ring (roughly radii 4.3–5.25) around a pink circular conversation area. Place three orange-and-gray park benches around the area (north, east, and west), several blue flower patches with yellow centers around the ring and outer park, and six floating collectible heart props distributed around the park. Hearts should hover and slowly rotate.

The player is a simple low-poly avatar: a blue capsule-like body, peach spherical head, and a small forward-pointing nose, initially positioned south of the center. Move with WASD or arrow keys; on small screens also show a virtual joystick at lower left. The player rotates toward movement and is constrained to the circular park boundary. Mira is a friendly animated female NPC using a stylized casual animated character model, initially standing in the pink center facing the player. Support idle, run, victory, pickup, jump, punch/hit, roll, and dance-like animation states if the chosen character asset provides them. When the player is near Mira, social action buttons can be used; actions have a short cooldown.

The central goal is to fill the Fun meter to 100% before losing all three lives. Display a top HUD with three heart icons/lives at upper left, and two dark translucent rounded panels/meters at upper right: “Mad” with a yellow-to-red fill and percentage, and “Fun” with a cyan-to-purple fill and percentage. Display a dark translucent rounded message banner below the top HUD. Along the bottom, show large rounded cream/yellow buttons in a responsive grid labeled: “Compliment her,” “Tell a joke,” “Give flowers,” “Dance together,” “Ask about her day,” “Risky prank,” and “Voice shop.”

Start with a full-screen welcome overlay titled “Heartwise Park,” explaining that the player should talk to Mira, keep her mood safe, has three lives, and must fill Fun to 100%; include a “Start talking” button. Once started, show a message such as “Walk close to Mira. If Mad hits 45%, she will chase you.” Social actions only work within 3.4 world units of Mira; pressing one too far away displays a reminder to move closer and slightly raises Mad. The six actions must have these outcomes:
- Compliment her: safely lowers Mad by 18 and adds 10 Fun; show a kind positive response and a victory animation.
- Tell a joke: normally lowers Mad by 7 and adds 16 Fun, but with a 25% chance instead raises Mad by 18 and adds only 4 Fun, with a failed-joke response and hit reaction.
- Give flowers: lowers Mad by 24 and adds 15 Fun, plays a pickup animation, displays a positive response, and temporarily spawns a small flower-gift prop beside Mira for about 1.8 seconds.
- Dance together: lowers Mad by 8 and adds 22 Fun, plays a jump/dance response, and makes Mira rotate playfully while dancing.
- Ask about her day: lowers Mad by 14 and adds 12 Fun with a respectful listening response.
- Risky prank: normally has a 62% chance to fail, raising Mad by 42, adding no Fun, playing a punch reaction, and triggering the chase; otherwise it raises Mad by only 4, adds 30 Fun, and gives a lucky/funny response with a roll reaction.
Increase score by every positive Fun amount plus the absolute value of Mad reductions. Maintain a combo counter for positive actions that both add Fun and reduce Mad. Space or Enter should perform a quick compliment.

Collecting a floating heart by walking within about 0.8 units hides it, adds 8 Fun, reduces Mad by 5, adds 12 score, and displays a message that Fun rose and Mad fell. If Fun reaches 100 at any point, end immediately in a success overlay titled “Best Day!” with text saying Mira had fun and stayed calm and showing the score. After collection, hearts remain gone until restarting.

Mad changes passively: while the player is farther than 7 units from Mira, slowly increase Mad; while close (within 3.2) and not in an active chase, slowly decrease it. At Mad 45%, Mira begins chasing the player, her run speed increasing slightly with Mad. During a chase, continuously show a warning such as “Mira is chasing you! Run, grab hearts, or calm her with kind choices.” If Mira catches the player within about 0.92 units, or Mad reaches 100%, lose one life. On losing a life, reset both characters to their starting positions, set Mad to 25%, reduce Fun by 18 (not below zero), clear combo, briefly flash a dark red/blue danger effect, and show an admonishing message. With lives remaining the game continues; with zero lives, show a “Game Over” overlay explaining that all three lives were lost and suggesting kinder choices, plus a “Play again” button. Prevent chase briefly after a reset. Reaching 100 Fun wins before any further loss.

Include the optional in-game Voice shop modal. It should say voice subscriptions cost in-game score only, offer Soft Voice free, Robot Voice for 30 score, and Scary Chase Voice for 60 score, with a Close button. Purchasing sets Mira’s browser speech-synthesis voice style (soft, robot, or lower/scary chase delivery) if speech is available; insufficient score displays a message. Voice lines should be optional and never required for gameplay. Use rounded dark translucent HUD panels, large high-contrast cream gradient buttons with orange pressed shadows, Nunito-like bold rounded typography, cheerful pastel colors, and soft cast shadows throughout. Make the layout responsive: on desktop use three action columns; on narrow mobile screens use two columns and show the joystick.

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