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Arcade › Jimothy Survival
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Jimothy Survival was built by Ondra Audy 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 Jimothy Survival 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 third-person 3D survival game titled “Jimothy Survival.” Use a low-poly, stylized city scene viewed from behind and slightly above the player, with a perspective camera following the avatar at roughly 6.5 units distance. The player is Jimothy, a small blocky human character, starting at the center area around world position (3, 0, 3). Use a dark urban presentation: a charcoal ground plane, a large 140-by-140 playable city area, dark gray streets laid out as a square grid at regular 15-unit intervals, muted ambient lighting, warm directional sunlight, and gray-purple fog fading into a nearly black background. The visual style should resemble simple low-poly asset-pack models with soft shadows. The core goal is to survive as long as possible. Start health at 100 and continuously drain it at 1.6 health per second. Display the elapsed survival time in seconds and a HEALTH bar in the top-right HUD. The bar is green while health is at least 30 and changes to red when below 30. Health cannot exceed 100. When health reaches zero, stop gameplay and show a dark translucent full-screen Game Over overlay with the text “Jimothy survived [seconds] seconds” and a Play Again button. The player should be able to move with WASD, jump with Space, and run faster while holding Shift. Show these controls in the HUD as “WASD move • Space jump • Shift run • Collect cans.” Populate each newly generated city procedurally and differently. Build a grid of city blocks across approximately -50 to 50 on both axes, leaving the central streets clear. In most blocks, randomly place one of four types of low-poly commercial/city buildings, including tall skyscrapers and shorter buildings, with small random offsets, rotations in 90-degree increments, and modest scale variation. Add about 10 parked low-poly sedans, mostly aligned along roads, and about 14 scattered stylized trees. Place 11 collectible food cans at random locations outside the immediate center. The cans should be visible small colored cylindrical pickups; when Jimothy comes within roughly 2.1 units, remove the can and restore 28 health, capped at 100. Add 6 low-poly zombies at random positions around the city, avoiding the immediate starting area. Zombies should have simple idle/walk animation and chase Jimothy whenever they are within 28 units, moving at about 4.2 units per second and turning to face him. If a zombie gets within about 2.8 units, inflict 18 health damage no more than once every 750 milliseconds globally. Zombies farther than the chase range should not pursue. Keep the zombie count and remaining supply count internally trackable, but do not add HUD elements for them unless needed for functionality. Use animated character models: Jimothy has idle, walk, and sprint states selected based on movement and running; zombies have idle and walk states. The camera should smoothly follow the player in a third-person setup and support the movement, jump, gravity, and run controls. Enable shadows on characters, buildings, cars, and trees, with ambient and directional lighting. The city floor and roads should remain visible as broad geometric shapes, with buildings and trees distributed across the horizon and foreground. At the bottom-right, provide two dark gray rounded buttons: “Regenerate City” and “Restart.” Regenerate City should clear and recreate buildings, cars, trees, cans, and zombies with new random placements, reset Jimothy’s position to the start, and preserve the current survival session/health unless the game is over. Also allow the R key to regenerate while playing. Restart should hide any game-over overlay, reset health to 100 and survival time to zero, reset Jimothy to the start, and generate a fresh city. Keep the HUD fixed over the canvas: top-left shows “Jimothy Survival” and the control hint, while top-right shows the time and health bar.