Skip to content

Arcade › Herbcraft

Herbcraft

  • 3d
  • exploration
  • crafting
  • cozy
  • third-person
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jose Martinez built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Herbcraft yet. Play it, then tell Jose Martinez what you would add next.

Make your own game

Herbcraft was built by Jose Martinez 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 Herbcraft 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 Herbcraft

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 crafting game titled “Herbcraft.” Use Three.js-style rendering with a perspective camera following a human adventurer avatar. The player starts around world position (3, 0, 3) in a large open square grassy field, with a green Lambert-shaded ground plane about 120 by 120 units, soft shadows, green atmospheric fog, a warm directional sun, and green-tinted hemisphere lighting. Populate the field with scattered flat grass patches, approximately ten low-poly nature-kit trees (a mix of oak and pine) around the perimeter and interior, and approximately ten low-poly bushes. The visual style should be simple, colorful, low-poly asset-pack scenery with a calm pastoral feel.

The core loop is: explore the field, walk up to colored flower herbs, collect them, then return to the crafting table to turn pairs of herbs into potions. Place 18 flower herb pickups scattered randomly across the field, using three evenly distributed types: red, blue, and green. Each herb is a visible oversized flower model positioned just above the ground. When the player is within roughly 2.8 world units of an uncollected herb, show a centered bottom interaction prompt reading “Press E to collect [red/blue/green] herb.” Pressing E increments that color’s inventory, hides the flower permanently, updates the HUD, and creates a small pale-green sphere pickup effect that rises and shrinks away.

Place a wooden crafting table at approximately (0, 0, -18), rotated around, with three bottles displayed on top. When the player is within roughly 5.5 units of the table, show the prompt “Press C to craft at station” and reveal a bottom-center crafting panel titled “Crafting Station.” The panel has three buttons: “Health (Red+Blue),” “Energy (Blue+Green),” and “Swift (Red+Green).” Disable each button unless the player has at least one of each required herb. Clicking an enabled recipe consumes the two herbs, increases the potion count by one, refreshes the inventory and button states, and displays a translucent turquoise expanding sphere effect at the table. Pressing C is also the station interaction key; the visible recipe panel is the primary crafting interface.

Use a simple HUD over the 3D view: in the upper-left, a translucent dark rounded rectangle labeled “Herbs” with lines “Red: 0,” “Blue: 0,” and “Green: 0”; in the upper-right, a similar dark box reading “Potions: 0.” Interaction prompts are centered near the bottom above the crafting panel and hidden when the player is not near an interactable. Use white system-style text with a subtle black shadow. The crafting panel should be dark green/translucent, rounded, centered at the bottom, and initially hidden.

Use an adventurer/human GLB-style player model with cast shadows and an idle animation. Provide third-person movement with a move speed around 7, jump speed around 9, gravity around -22, and standard keyboard movement plus mouse/third-person camera control; Space should support jumping if supported by the controls. Keep the camera in a 70-degree perspective view, following the avatar from behind and above. There are no combat mechanics, enemies, health system, timer, or score beyond the potion counter.

Populate the world with peaceful wandering animals: three deer, three foxes, and two cows, using animated low-poly animal models. They should cast shadows, play idle/walk animations, and independently wander toward randomly chosen targets at about 2.2 units per second, changing direction when they reach a target and staying within approximately -48 to 48 on each horizontal axis. They do not attack, collide meaningfully, or affect the herb/crafting systems. Keep the scene running continuously with animation mixers, interaction-distance checks, responsive resizing, and persistent in-session counts for the three herb colors and crafted potions.

More free browser games

Browse the whole Arcade →