Arcade › Islandbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Christopher Contrades built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Islandbound yet. Play it, then tell Christopher Contrades what you would add next.
Islandbound was built by Christopher Contrades 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 Islandbound 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 mobile-friendly, third-person 3D exploration and monster-collecting game titled "Islandbound," set on the colorful Driftwood Coast. Use a low-poly, toy-like tropical island scene viewed through a perspective follow camera behind the player. The world should have a large circular turquoise ocean plane, a sandy cylindrical beach island, raised rounded green jungle terraces, scattered stylized trees, bushes, and rocks, soft shadows, teal sky/fog, warm directional sunlight, and a few floating golden sun-spark particles. At the back of the island place an ancient shrine landmark made from a rectangular stone slab and two tall stone pillars, with a glowing golden octahedral relic hovering between the pillars and slowly rotating/bobbing. Load or create a blocky, low-poly explorer avatar with a dark oversized head/hair or hood, yellow-brown upper clothing/arms, blue shorts or trousers, and dark boots. Start the player near the front/southern side of the island. Provide third-person movement with WASD or arrow keys, jumping with Space, and drag/pointer camera look; use smooth camera follow, gravity, and a move speed around 7 with jump speed around 8. The player can freely explore the island, and the camera follows from roughly 8 units behind. Place exactly three friendly-looking wild creatures around the island: Mossprout (green with a yellow accent), Tidepup (blue with a pale accent), and Emberling (orange/red with a yellow accent). Build each as a simple low-poly creature with a rounded body, head, eyes, pointed ears, contrasting belly, and tail. Put them at separated positions in the jungle. They idle with a subtle bob and rotation. When the player comes within roughly 3.3 world units of an active creature, automatically open a battle panel and pause normal exploration. The battle panel must show the wild creature name, level, a green/yellow enemy HP bar starting at 100%, a battle message, and three large actions: "Tide Bash," "Catch Orb," and "Run." Tide Bash deals 28 damage per press. Catch Orb only has a chance to work when the enemy HP is 55 or lower; use about a 72% success chance, otherwise show that the orb bounced away. Run safely exits the encounter. On victory remove the creature from the island after a short message. On a successful catch, remove it, increment the caught count, add it to the team at level 3, and update the HUD. Award experience to team members; after two awarded XP points, evolve a member to level 6 and rename the three species respectively to Mossbloom, Tidefang, or Emberclaw, with an evolution message. Do not invent enemy attacks or additional combat systems. Overlay a polished dark translucent HUD over the 3D scene. At top-left show the brand "ISLANDBOUND" and subtitle "Driftwood Coast • Monster Trail." Beneath it show a "Monster Dex" panel with discovered count out of 3 and the three species names. Below that show a "Missions" panel with the static objectives "Survey the jungle," "Catch a wild monster," and "Find the shrine relic," using check/circle indicators. At top-right show a circular stylized mini-map with ocean, beach, and jungle colors, a player arrow, moving colored dots for active monsters (green dots for caught/evolved markers), and a gold star shrine marker; clamp markers to the map edge when far away and label it MAP. At the bottom show a dark rounded navigation bar with four buttons: Profile, Line-up, Items, and Settings, using the icon labels ♙, ◈, ✦, and ⚙. Profile opens a panel with fixed stats Play days 12, Badges 3, Awards 8, Trophies 2, plus dynamic Buddy and Caught values. Line-up opens a current line-up containing Mossprout at Lv 3 and storage buttons for Tidepup and Emberling; tapping a storage monster opens an edit modal with Add to line-up, Remove from line-up, and Cancel, and adding creates a simple monster card. Items opens fixed counts of 5 Catch Orbs, 12 Berry Kits, and 840 Gold. Settings shows Sound ON, Camera follow ON, and Portrait mode ON. Keep panels as rounded dark glass-like cards with light text, gold headings/highlights, teal accents, and responsive touch-friendly controls. Add a bottom-center instruction hint reading "WASD / arrows to explore • Space to jump • drag to look." Use a bright cheerful low-poly adventure aesthetic, mobile portrait layout, and ensure the game remains playable behind the overlay.