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Arcade › Fivinitis
Click the game above and it runs right here in your browser. No download, no installer, no account needed. daniel built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Fivinitis yet. Play it, then tell daniel what you would add next.
Fivinitis was built by daniel 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 Fivinitis 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.
Rebuild a browser-based 3D third-person exploration game titled "Fivinitis". Use Three.js with a perspective camera following a small low-poly/pixel-art purple sheriff character from behind at an approximately 6-unit distance. The world is a bright stylized suburban American roadside: an extremely long straight dark-gray asphalt road runs along the Z axis, with a dashed yellow center line, thin white edge lines, and raised pale-gray sidewalks on both sides. Surround it with green grass extending to the horizon, a light blue sky with soft fog, bright daylight, shadows, and a large yellow sun in the sky wearing obvious dark sunglasses. Place simple suburban houses at intervals on both sides of the road, using varied house shapes, and include a custom brown-and-yellow building on the right near the starting area labeled "Freddy's pizza". The pizzeria should have a brown rectangular body, yellow roof trim and awning, yellow-framed front windows, a brown entrance door with a gold handle, and a visible "ENTRAR" entrance label. The entrance door is functional: when the player is within roughly 5.5 world units, pressing E toggles it open/closed, with a smooth swing animation around a hinge. The player starts at the center of the road near ground level. Model the avatar from simple box/cylinder primitives with deliberately faceted flat shading: dark-purple block legs, a bright purple box torso, purple cube head with two tiny black eyes, a dark-purple six-sided cowboy-style hat and brim, brown belt, gold buckle, and a small silver sheriff badge. The character rotates to face the movement direction. Allow third-person movement using WASD or arrow keys, with walking and running via Shift, jumping via Space, gravity and a jump arc, and camera control following the player. Include a mobile-friendly virtual joystick at bottom-left that maps to four-direction movement, plus bottom-right buttons labeled "OLHAR ↑", "CORRER", and "PULAR". Holding the look-up button should tilt the camera upward; holding run and jump should emulate the keyboard controls. Display a small centered-bottom hint on desktop reading "WASD / setas · Shift corre · Espaço pula · E abre a porta". Add a fixed HUD in the upper-left: a dark translucent rounded status panel with a subtle light border and shadow, showing a red/pink horizontal health bar/stat labeled "Vida" or "life" and a blue/cyan horizontal stamina bar/stat labeled "Estamina" or "estamina". Both start at 100/100. Health is a tracked 100 maximum value but has no damage/enemy system; it should remain 100 unless externally changed. Stamina is capped at 100, slowly drains while the character is moving (about 2.2 per second in the implemented behavior when not in the run action) and regenerates while not draining (about 1.2 per second), with values shown numerically. Keep the art style clean, colorful, low-poly and game-like, with no enemies, weapons, combat, collectibles, missions, or extra overlays; the core experience is walking/running/jumping around the road and interacting with the pizzeria door.