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Arcade › Herbalist Meadow
Click the game above and it runs right here in your browser. No download, no installer, no account needed. SAGAR - built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Herbalist Meadow yet. Play it, then tell SAGAR - what you would add next.
Herbalist Meadow was built by SAGAR - 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 Herbalist Meadow 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.
Create a browser-based 3D third-person exploration and gathering game titled "Herbalist's Meadow". Use a calm stylized low-poly meadow rendered with Three.js. The camera should follow a small, simple herbalist avatar from behind at a roughly 7-unit distance: a brown capsule-like body, a dark green cone-shaped cloak, and a dark green pointed hat. Place the player initially on a broad tan old-dirt path running through a large green meadow. The ground should be expansive and flat, with soft fog and a changing sky/light cycle that visibly transitions between Day, Dawn / Dusk, and Night; tint the sky, fog, sun, hemisphere light, and fill light appropriately as time passes. Use warm directional daylight and cooler, dimmer night lighting. Scatter stylized low-poly trees, large rocks, and many small glowing herb patches around the meadow. Each herb patch consists of a thin green stem, three pale luminous green leaves, and a small pink/purple glowing flower; make patches subtly rotate and bob. Include an iron/dark metal field cauldron in the meadow at approximately the far end of the initial path, with a broad bowl, green glowing liquid, metal ring/tripod, and a simple wooden sign behind it. The core loop is: explore by walking toward glowing herb patches, collect a nearby patch, then bring five herbs to the cauldron and brew a potion. Support keyboard movement with WASD and arrow keys, third-person camera controls, and Space to jump. Also provide the on-screen action buttons for touch/mouse: a gold "Gather herb" button and a pale green "Craft potion" button. A herb is considered nearby within about 2.6 world units; when one is nearby, show the centered contextual hint "Press Gather or E to collect this herb", enable Gather herb, and let either the button or E key collect it. On collection, hide the herb, increase the herb inventory count, and show a brief message such as "Herb gathered — find another glowing patch." Only one nearest herb should be selected at a time. Crafting requires at least five collected herbs and proximity to the cauldron (within about 4 world units). Let the player use the Craft potion button or C key. If too few herbs exist, show "You need 5 herbs to brew a potion." If the player has five herbs but is too far away, show "Walk closer to the cauldron first." When successful, subtract five herbs, add one potion, and briefly show "Potion brewed! The meadow feels a little safer." Disable crafting until five herbs are available and stop allowing it once the potion count reaches three. The HUD should clearly show the current inventory as "Herbs: 0 / 5" and "Potions: 0", with a time readout such as "Time: Day". Keep a top-left translucent dark rounded panel with the title "Herbalist's Meadow" and the instruction "WASD / arrows to explore · Space to jump". Put the inventory in a matching top-right panel. Put a bottom-left translucent recipe/objective panel reading "★ Gather glowing herbs" and "Bring 5 leaves to the field cauldron." Put the stacked action buttons at bottom right. Use a dark forest-green UI backdrop/panels with subtle pale borders, rounded corners, warm gold for the gather button, pale sage green for craft, and cream text. Contextual messages should appear in a translucent rounded panel near the top center and fade when no longer relevant. Make the world feel open-ended by streaming/generated chunks around the moving player: each nearby chunk can contain a couple of trees, a rock, and herb patches, with deterministic varied placement, while keeping the initial visible meadow props and approximately ten starter herb locations distributed around the path. Use soft shadows, fog, restrained bloom-like emissive materials on herbs and cauldron liquid, and a peaceful low-poly fantasy/art-game aesthetic. There are no combat enemies, weapons, health, or other hazards; the challenge is navigation, proximity, collecting five herbs, and returning to the cauldron to craft.