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Arcade › Island of Prehistoric Animals
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Duncan Stephenson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Island of Prehistoric Animals yet. Play it, then tell Duncan Stephenson what you would add next.
Island of Prehistoric Animals was built by Duncan Stephenson 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 of Prehistoric Animals 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 low-poly 3D third-person exploration game titled “Island of Prehistoric Animals.” Use a bright tropical island surrounded by blue ocean: a roughly circular, gently uneven green island with a sandy beach ring, shallow rolling terrain, palm trees, scattered gray rocks, blue sky, soft fog, and strong warm daylight/shadows. Keep the visual style stylized and faceted, made from simple geometric meshes. The player is a small stylized human explorer viewed from behind and slightly above by a smooth-following camera. The avatar has a dark blue capsule-like torso, tan spherical head and arms, brown legs, and a brown backpack. Start the player near the south/center of the island. The camera should follow at approximately an elevated rear offset, looking toward the player’s upper body, and remain in the same third-person perspective as the player moves. Core objective and game flow: the player must explore the island and collect at least 5 glowing fossils, then travel to the glowing orange/yellow rescue beacon near the beach on the southeast side of the island. There are 7 possible fossil locations distributed around the island, each represented by two pale glowing bone pieces hovering slightly above the ground inside a translucent blue glow. Fossils rotate and bob gently. When the player comes within close range, collect the fossil, hide it, increment the counter, and display a brief message. The game begins on a start overlay; hide it when the player starts. After 5 fossils are collected, change the objective to reaching the rescue flare. Reaching the beacon within a small radius ends the game with a win overlay saying “You Escaped!” and explaining that the rescue flare burns bright and the boat arrives. Do not allow winning before 5 fossils. Populate the island with three friendly herbivore dinosaurs and one larger brown T-Rex predator. Build dinosaurs from simple low-poly primitive parts: elongated body, neck, blocky head, lighter lower jaw, cone tail, and four legs. Give the herbivores different colors such as green, tan, and teal, and have them wander around their home areas with occasional changes of direction. The T-Rex is larger and brown, roams similarly when distant, but when the player is within about 18 world units it turns toward and chases the player at increased speed. If it gets within about 2.7 units, end the game with a loss overlay titled “The T-Rex Found You,” explaining that the player got too close and should restart. Herbivores are not harmful. Movement: support keyboard WASD and arrow keys. Movement is in the horizontal island plane, normalized for diagonal input, with normal speed around 7 and sprint speed around 11.5. Hold Shift to sprint. Sprinting drains a visible stamina meter from 100, while walking or standing restores stamina; sprinting stops being effective when stamina reaches zero. Keep the player constrained to the island/world boundary. Add a subtle bob to the player while moving. Support touch/mobile play with an on-screen directional pad in the lower-left: up, left, down, and right buttons. Add a large circular “RUN” button in the lower-right that acts as the sprint control. Show these controls on narrow screens while playing, and hide them on desktop or while the start/end overlay is shown. Also support R to reset/restart, Space or Enter to start from the initial overlay, a Start Adventure button, a Restart button, and appropriate Play Again/Try Again behavior after ending. HUD: overlay a translucent dark-green rounded panel in the upper-left with the title, current objective, “Fossils: 0 / 5” counter, “Stamina: 100,” and a status line. Use statuses such as Waiting before play, Exploring during collection, “Find the rescue flare” after five fossils, “Rescued” after winning, and “Caught by T-Rex” after losing. Place short rounded message banners near the top center for control instructions, fossil pickup notifications, and the beacon objective. Use large centered translucent dark overlay cards with white text and rounded green Start Adventure / blue-gray Restart buttons. The game should feel like a compact, readable arcade adventure, with no weapons, combat, sound, health system, or additional progression beyond fossil collection, T-Rex avoidance, and beacon escape.