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Hi Meadow

  • 3d
  • third-person
  • casual
  • social
  • exploration
  • arcade
  • low-poly
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hi Meadow yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Hi Meadow was built by Oleg Sidorkin 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 Hi 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.

Read the build brief for Hi Meadow

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 third-person 3D greeting game titled “Hi Meadow.” Use a bright, cheerful low-poly style with a sky-blue background and fog, soft shadows, rounded colorful UI, and a sunny green meadow island. The camera should follow behind and above the player with smooth lag, at roughly 7.2 units distance, and support orbiting with mouse drag, touch right stick, or gamepad right stick; clamp the vertical angle so the view stays practical for gameplay.

Build the world as a circular raised meadow island with a green cylindrical ground, a winding line of pale stepping stones, low-poly trees around the perimeter (both leafy and cone-shaped pines), a small cheery house toward the left/back area, two park benches, simple perimeter fence sections, and several patches of red and yellow flowers. In the middle, create a raised circular purple dance-floor base about 4.9 units radius, covered with a circular checker-like arrangement of small square tiles in shifting pink, cyan, yellow, green, and purple colors. The tiles should pulse and glow continuously, with a bright torus/light ring around the edge that rotates. Add four colored corner point lights; the floor should react more strongly when party music is enabled.

The player starts at the center of the meadow and is represented by a low-poly animated humanoid character loaded from a Quaternius-style animated character asset, with a simple blue capsule-like fallback if the model is unavailable. Use an idle animation while standing and a walk/run animation while moving, plus a subtle procedural vertical bounce, lean, breathing, and scale motion for readability. Movement is with WASD or arrow keys, a mobile left virtual stick, or the gamepad left stick. Movement is camera-relative, speed about 5.2, and the player should rotate to face the travel direction. Keep the player within a circular boundary about 13.4 units from the center.

Place exactly four friendly NPC neighbors around the meadow, initially outside the central dance floor: Pip at approximately (-5.5, -1.8), Mira at (5.2, -2.9), Rowan at (1.4, 5.2), and Sunny at (7.6, 4.0). Give them distinct colorful low-poly animated humanoid appearances: casual, casual female, casual male, and chef female variants, with simple capsule-and-head fallbacks if assets cannot load. Each NPC initially dances in place using an available baked Victory, Jump, or Roll-style looping animation, layered with a small procedural bounce, sway, and squash/stretch. Each has a rotating glowing colored ring on the ground and a hidden “HI!” speech bubble. When the player is within 1.65 units of an ungreeted NPC, enlarge/pulse that NPC’s ring and intermittently show the cream speech bubble with a dark outline and downward pointer; update the bottom hint to tell the player to press Space or E to greet that named neighbor.

The core loop is: approach a glowing neighbor and greet them by pressing Space or E, the mobile circular HI button, or a gamepad face button. If too far away, show a brief “Get closer first!” message. A successful greeting increments the counter, plays a short cheerful three-note synthesized chime, turns the NPC ring pale/white and less opaque, shows its “HI!” bubble, faces the NPC toward the player, displays a message such as “Pip: Hi there!”, and force-restarts a separate one-shot greeting animation chosen from available Pickup, Punch, Wave, Hello, Greet, or Cheer clips. After roughly 650 ms, the greeted NPC walks to its assigned spot on the dance floor, using a walk animation and facing its direction of travel. Assign the four spots around the center at approximately (-1.8,-0.8), (1.8,-0.8), (-1.8,2.0), and (1.8,2.0). When an NPC arrives, stop its movement, resume dancing, and burst about 42 multicolored rectangular confetti pieces upward; confetti should spin, fall under gravity, fade out, and disappear after around 2–3 seconds. Show a short arrival message. Keep NPC state synchronized: greeted NPCs no longer count as nearest available neighbors and have states for moving to the floor and arrived/on the floor.

The player must greet all 4 NPCs before the 60-second countdown reaches zero to win. If all four are greeted, immediately end the game with a translucent blue-tinted blurred overlay, title “You win!”, text “Every neighbor got a friendly hello.”, and a rounded “Play again” button. If the timer reaches zero first, end with “Time up!” and text stating how many of the four neighbors were greeted. Disable active gameplay after ending and let Play again reset the timer, player position, camera, NPC positions/states, confetti, animations, and HUD.

Use a fixed responsive HUD over the 3D scene. At the top, show rounded translucent white pills for “Hi: 0 / 4,” “Time: 60,” and a controls reminder reading “Move: WASD / Arrows · Turn: Mouse / Right Stick · Hi: Space / E.” Include a rounded gold “Music: Off/On” button. Show temporary centered messages near the top such as “Find everyone and say hi!”, greeting responses, and party messages. Show a rounded translucent white hint near the bottom reading “Walk close to a glowing neighbor, then press Space or E.”, changing contextually when close to an NPC and after game end. On touch devices, show two large translucent circular virtual sticks at the lower left and lower right, with white knobs; the left stick moves and the right stick turns the camera. Put a large gold circular “HI” button between them toward the lower right. Use a friendly dark blue text color, bold rounded typography, soft shadows, and responsive safe-area spacing.

Add optional looping upbeat electronic party music titled “Joyful Game Nights,” initially off, controlled by the HUD music button. Music should begin only after a user gesture due to browser audio restrictions. When enabled, make the dance-floor tile emissive intensity, ring rotation, and colored lights more energetic. Support keyboard, pointer/touch, mobile controls, and standard gamepad input. Keep the presentation polished and readable: sunny pastel meadow, colorful glowing rings, dancing neighbors, central pulsing dance floor, confetti on arrivals, and clear countdown/progress feedback.

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