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Arcade › Hof Sonnenhuf

Hof Sonnenhuf

  • 3d
  • exploration
  • horse-farm
  • third-person
  • low-poly
  • casual
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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. Star Stable built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Hof Sonnenhuf was built by Star Stable 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 Hof Sonnenhuf 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 Hof Sonnenhuf

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 game titled “Hof Sonnenhuf,” set on a bright, low-poly countryside horse vacation farm. The player controls an animated human rider avatar in a freely explorable open farm compound; there is no combat, scoring, inventory, timer, or win/lose state. The goal is simply to explore the grounds and look into the open-front buildings.

Use a perspective camera following behind and slightly above the avatar, with smooth third-person movement. Start the player near the center of the main courtyard at approximately the intersection of the paths, facing toward the buildings. Support WASD and arrow-key movement, Shift for sprinting, and Space for jumping. Movement should use walking, running, idle, jump, and falling animation states, with gravity and a slope limit. On touch/mobile, provide a translucent virtual joystick/control area consistent with the supplied mobile screenshot if the engine’s standard third-person controls support it. Keep the camera close enough that the avatar is prominent in the foreground, with smooth following and the ability to look around.

Build a large flat green grass terrain under a pale blue sky with light blue atmospheric fog. Lay out a tan, subtly ridged/sandy-looking path: a long north-south main path, a broad east-west cross path, and a large rectangular courtyard near the middle. Use soft shadows, warm sunlight from above, ambient hemisphere lighting, simple matte materials, and rounded/low-poly Quaternius-style models.

Place the main open-front cutaway building, the “Großes Ferienhaus,” on the west/northwest side of the courtyard. It is a cream-colored rectangular hostel with a broad reddish-brown roof, wooden floor, solid back and side walls, and its front open so the interior can be seen while walking outside. Inside visibly construct a dining area with a long dark wooden table and benches, a kitchen area with counter, oven, and table, and sleeping-room sections containing six bunk-bed groups (each with wooden frames, posts, and blue mattresses/blankets). Add blue windows along the back wall. Float a cream rounded sign above/near it reading exactly: “Ferienhaus · Essraum · Küche · 6 Stockbetten”.

Place a second open-front cream building, the “Verwalterhaus,” on the east/northeast side. Give it a blue-gray roof, wooden floor, back and side walls, and interior dividers that expose four labelled room areas: an office with desk, chair and green board; a bedroom with a bed and blue blanket; and two children’s rooms with colorful beds and small toy blocks. Add blue windows on the back wall. Add a floating cream sign reading: “Verwalterhaus · Büro · Schlafzimmer · 2 Kinderzimmer”.

At the far end/southern side of the property, construct a wooden “Pferdestall” stable: dark wood back and side walls, wooden floor, reddish roof, several stall-front partitions and gates, and a floating sign reading “Pferdestall”. Put two animated low-poly horses in/near the stable/paddock, named or otherwise represented as horses “Morgenstern” and “Windhauch.” Surround the area with simple wooden fence sections forming a paddock/arena. Add a few low-poly trees around the outer corners, several green shrubs near the buildings, and simple fence decorations. The environment should feel spacious rather than densely populated.

The player avatar should be a stylized animated female human, initially using a casual outfit, with visible idle/walk/run/jump animations. Include an on-screen avatar customization panel with buttons labelled “Casual,” “Cowgirl,” and “Sport” to swap between the available female character presets, plus “Blau,” “Grün,” and “Rot” buttons that recolor the outfit palette. Preserve skin, face, and hair colors while changing clothing colors. Make the UI German and visually match the scene: warm cream translucent rounded panels, dark brown text, soft shadows, and understated styling.

HUD layout: at upper left show a large rounded cream card with the title “Hof Sonnenhuf” in dark brown and subtitle “Reiterferien · frei erkundbare Anlage” in muted green. At upper right show a rounded cream legend card with bold heading “Orte auf dem Hof” and the text: “Großes Ferienhaus: Essraum, Küche, Schlafräume mit 6 Stockbetten” and “Verwalterhaus: Büro, Schlafzimmer, zwei Kinderzimmer,” followed by “WASD / Pfeile bewegen · Shift sprinten · Leertaste springen.” At the bottom center show a dark translucent rounded pill reading “WASD / Pfeile bewegen · Shift sprinten · Leertaste springen.” At bottom left show the avatar buttons. On narrow/mobile screens hide the upper-right legend, reduce the title size, and keep the bottom hint readable. Do not add combat, quests, collectibles, enemies, or extra gameplay systems not described here.

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