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Arcade › La Vallée des Cristaux
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kenzy Chaggou built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about La Vallée des Cristaux yet. Play it, then tell Kenzy Chaggou what you would add next.
La Vallée des Cristaux was built by Kenzy Chaggou 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 La Vallée des Cristaux 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 small third-person 3D exploration game titled "La Vallée des Cristaux". Use a colorful low-poly, blocky adventure aesthetic with soft shadows, a bright pale blue sky/background and light atmospheric fog. The playable area is a simple open valley: a large flat green ground plane, with a broad tan circular/oval central path or clearing. Place a few stylized trees around the perimeter (west, east, north, and south), two large gray low-poly rocks (one toward the left/north side and one toward the right), three bright purple faceted crystal clusters, and an old closed wooden treasure chest at the far northern end of the area. Use a blocky humanoid adventurer as the player character, initially positioned at the south end of the path and viewed from behind in an over-the-shoulder/third-person camera. The camera follows the player at roughly 8 units distance with a perspective view; movement should feel like a standard third-person controller with smooth walking/running, gravity, jumping, slopes, and simple idle/walk/run/jump/fall/land animation states. Core objective: explore the valley, walk close to each of the three crystals to collect them, then go to the old chest and approach it after all three are collected to complete the game. Crystals are collectible automatically when the player is within about 2.2 world units; when collected they disappear and the counter increases. The crystal locations should be approximately left/northwest (-7, 0, -5), right/east (7, 0, 3), and central/north (0, 0, -7). Put the chest approximately at (0, 0, -13). Require the player to be within about 3 units of the chest after collecting all three; then show a centered victory overlay and stop gameplay movement. The victory overlay says "Trésor découvert !" and "Tu as retrouvé les trois cristaux de la vallée." and includes a "Rejouer" button that resets the counter, restores all crystals, returns the player to the southern start point (0, 0, 9), and hides the overlay. Controls: support WASD and arrow keys for movement and Space for jumping. On mobile, provide an integrated virtual joystick/touch movement control. Display a fixed French HUD over the game: at top left, a dark translucent rounded panel with the title "La Vallée des Cristaux", the instruction "Explore la vallée, récupère les cristaux et ouvre le coffre ancien.", and a highlighted yellow status line "Cristaux : 0 / 3" that updates to the number collected. At top right display "WASD / flèches · Espace pour sauter" and below it "Sur mobile : joystick intégré"; on narrow screens move this hint to the bottom right. Use a full-screen canvas, responsive resize, no visible borders or debug UI. Lighting should be warm and directional from above/left with soft shadows, plus ambient hemisphere light; objects should cast and receive shadows. Keep the presentation clean and family-friendly, with no enemies, combat, health, timer, or other invented systems.