Arcade › Island Miner
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ch Zulqarnain built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Island Miner yet. Play it, then tell Ch Zulqarnain what you would add next.
Island Miner was built by Ch Zulqarnain 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 Island Miner 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 colorful mobile-first 3D arcade mining game titled "Island Miner". Use a third-person camera following a small miner on a compact circular tropical island surrounded by a broad bright cyan ocean. The island has a sandy/beige raised edge and a flat vivid green grass top, with soft shadows, a pale blue sky/background, light fog, simple low-poly geometry, and a cheerful toy-like style. Place several low-poly brown ore rocks around the island (about seven visible mining nodes), each with a small bright faceted crystal protruding from it in varying colors such as yellow, pink, cyan, or purple. Add a few decorative palm trees and larger decorative rocks around the perimeter. The player avatar is a simple low-poly miner: a blue capsule-like body with a rounded yellow hard hat, standing near the foreground; follow the player with a camera distance of roughly 6.5 units and allow the character to move around the island. Core loop: start with 0 coins, 0 ore, a backpack capacity of 10, and pickaxe power of 1x. The player walks near an ore rock and taps/clicks the rock to mine it. Each valid tap adds ore equal to current pickaxe power, capped at the remaining backpack capacity; clicking a rock puts it on an approximately 1.8-second cooldown and briefly shrinks it as feedback. A full backpack prevents mining and displays "Backpack full — sell your ore!". Rocks rotate slowly and become interactable again when their cooldown ends. When an available rock is near the player (within about 3.3 units) and the backpack is not full, show the centered dark rounded hint "Tap a rock to mine". Include a fixed overlay HUD designed for mobile portrait screens, with translucent white rounded panels and dark navy text: top-left stats for Coins (initially 0), Ore (0/10), and Power (1x), plus a top-right panel labeled "ISLAND MINER" with a pickaxe emoji/icon. At the bottom, show a white Move card saying "Drag the joystick" (the runtime controls should provide a mobile joystick), a mint-green "Sell ore" button, and a yellow "Upgrade shop" button. Selling converts all carried ore at 5 coins per ore and resets carried ore to zero; show brief dark toast messages for mining and sale results, including messages such as "+1 ore" and "Sold ore for 50 coins". On desktop, support WASD/arrow movement, mouse look, Space to jump, and clicking rocks to mine; on mobile support joystick movement and drag-look/touch interaction. The Upgrade shop opens as a rounded white panel above the bottom buttons. It contains Pickaxe and Backpack upgrades with descriptions and purchase buttons, plus Close. Pickaxe upgrades cost 25 coins times the current mine level, increase the mine level and power by 1 (so the next price rises to 25 times the new level). Backpack upgrades cost 40 coins times the current bag level and increase capacity by 8 (with the next price rising similarly). If the player lacks funds, show "Need more coins"; successful purchases show "Pickaxe upgraded!" or "Backpack upgraded!" and update the HUD. If Sell ore is pressed with no ore, show "No ore to sell". Use soft lighting, shadows, rounded high-contrast UI, and responsive full-screen rendering without adding unrelated mechanics, enemies, weapons, or extra objectives.