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Arcade › Hybrid Harvest
Click the game above and it runs right here in your browser. No download, no installer, no account needed. zdixon321 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Hybrid Harvest yet. Play it, then tell zdixon321 what you would add next.
Hybrid Harvest was built by zdixon321 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 Hybrid Harvest 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 playable 3D farming game titled "Hybrid Harvest" using a bright, friendly low-poly Three.js-style presentation. Use an elevated third-person/isometric camera with a perspective view that follows the player from behind/right, looking down over the farm; the camera should stay centered near the player and gently bob vertically. The world is a bounded rectangular green grass field surrounded by simple brown wooden fence posts/rails, with a wide tan dirt path running vertically on the left side. Place a 5-by-4 grid of 20 square raised dark-brown soil tiles on the right side of the path, evenly spaced and clearly clickable. Use soft shadows, a light blue sky/background with distant fog, simple colorful materials, and no detailed textures. The player is a small stylized farmer made from simple 3D primitives: a blue rounded body, peach spherical head, and a bright yellow farmer hat with a conical crown and wide brim. Start the farmer on the tan path around the center-left of the field. Move the farmer with WASD or arrow keys, with normalized diagonal movement, and clamp movement inside the fenced field. Rotate the farmer toward the movement direction. On desktop, clicking a soil tile directly should plant the currently selected seed if the tile is empty, harvest it if its crop is fully grown, or display its current growth percentage if it is still growing. Pressing Space should interact with the nearest soil tile; also provide Plant and Harvest touch buttons on small screens. Highlight the nearest tile within interaction range with a lighter brown hover material, and highlight fully grown tiles with a subtly brighter/emissive ready material. Implement the farming economy and growth loop exactly as follows. Start with 18 coins, the Corn seed selected, and 8 Corn seeds in inventory. There are six seed types shown in a right-side Seed Shop panel: - Corn 🌽: cost 0, sells for 3 coins, grows in 6 seconds, starts with 8 seeds, description "Free starter crop.", yellow fruit and green stems. - Carrot 🥕: cost 6, sells for 11, grows in 8 seconds, description "Cheap and reliable.", orange fruit and green stems. - Blueberry 🫐: cost 14, sells for 25, grows in 11 seconds, description "Tiny berries, solid profit.", blue fruit and green stems. - Pumpkin 🎃: cost 32, sells for 58, grows in 15 seconds, description "Big, slow, chunky cash.", orange fruit and green stems. - Crystal Melon 💎: cost 75, sells for 130, grows in 18 seconds, description "It hums when watered.", bright cyan, slightly metallic/glowing fruit. - Golden Strawberry Banana Hybrid 🍓🍌: cost 180, sells for 360, grows in 24 seconds, description "Absurd fruit science.", golden slightly metallic/glowing fruit with pinkish stems and a banana-like torus detail. The shop cards must show each emoji/name, cost, selling value, grow time in seconds, description, and Owned count. Each card has a Buy button; the currently selected seed shows a gold/orange "Selected" button. Buying subtracts the cost, adds one seed to inventory, and selects that seed. A free Corn purchase adds one Corn and selects it. If the player cannot afford a seed, select it but do not purchase it and show a message explaining how many more coins are needed. Disable unaffordable paid-seed buttons visually. When planting, consume one seed from the selected inventory, place a small 3D crop model on the tile, and begin its progress at 3%. Crops grow automatically in real time until 100%, taking their seed's listed number of seconds. Rebuild the crop model at several growth stages so it visibly scales from tiny to mature. Use simple primitive geometry: green cylindrical stems; Corn as a yellow vertical cob; Carrot as an orange inverted cone/root; Pumpkin as a large flattened orange sphere; Blueberry and Crystal Melon as clusters of small spheres; and the Golden hybrid as a golden fruit cluster plus a curved banana-shaped torus. Make Crystal Melon and Golden hybrid rotate noticeably faster while growing/ready. A growing crop cannot be harvested; a fully grown crop can be harvested for its listed coin value, which removes its crop model and clears the tile. Empty tiles can be planted again. Use a fixed HUD overlay over the 3D scene. At top-left show rounded cream pills reading the live coin total, selected seed (including emoji and name), and selected seed inventory count. At top-right show a rounded cream help panel with the exact guidance that WASD/Arrows move, clicking a soil tile or pressing Space plants/harvests, and weird seeds can be bought in the shop. Put the cream rounded Seed Shop panel on the right, with green Buy buttons, gold Selected buttons, soft border/shadow, and a scrollable list. Show centered bottom toast notifications in a dark translucent green rounded capsule for events such as the welcome message "Welcome to Hybrid Harvest! Corn seeds are free.", planting, harvesting, insufficient funds, missing seeds, being too far from soil, and a crop's growth percentage. Toasts fade after a short delay. Make the layout responsive: on narrow/mobile screens, move the shop to the lower-right with a compact scrollable panel, hide the help text, show a four-direction touch D-pad at lower-left, and show Plant/Harvest action buttons beside it. Keep the cheerful palette of sky blue, grass green, tan path, dark soil, cream UI, and saturated crop colors. Do not add enemies, combat, watering, quests, day progression, or other mechanics; the core goal is to buy unusual seeds, plant all available soil tiles, wait for automatic growth, harvest crops for profit, and reinvest in more valuable seeds.