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Arcade › Little Acre
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Made by Ayhan Aydin, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.
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Little Acre was built by Ayhan Aydin 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 Little Acre 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, cozy 3D farming game titled “Little Acre.” Show the play area from a high, slightly angled top-down perspective with a camera that follows the player. Use a soft, bright pastel palette and simple low-poly, toy-like models: a broad muted green grass field, warm brown rectangular soil beds, and a pale cream wooden fence enclosing a compact garden. Place nine planting beds in a neat 3-by-3 grid, with space to walk between them. Each bed has dark brown raised sides, a lighter soil top, and a subtle pale circular marker at its center. The player is a small farmer avatar with a blue outfit, peach-colored round head, and yellow brimmed hat, standing in the garden. Use gentle directional sunlight, soft shadows, and a lightly hazy green background; keep the scene uncluttered and cheerful. The central loop is to plant, water, wait, then harvest crops. Start with 5 seeds and 0 harvests. Move the farmer close to a bed and press the prominent ACTION button (keyboard E or Space also activates it). On an empty bed, the action plants a seed, uses one seed, and changes the bed to a planted seedling; show a small early-stage corn sprout. Activate that bed again to water it. The watered crop grows automatically for about five seconds, then becomes a mature ripe corn plant. When ripe, activating the bed harvests it, increments the harvest counter by one, returns one seed to the inventory, and clears the bed for reuse. Activating a growing crop should communicate that it is still growing rather than harvesting it. If the player has no seeds, explain that a crop must be harvested first. Only interact with the nearest bed when the farmer is within a short distance; otherwise show a prompt to walk closer. Support movement with WASD, arrow keys, or a joystick, including touch-friendly play. Add a clean, fixed HUD over the 3D view. At top left, use a rounded cream card with a small plant icon, bold title “Little Acre,” and live counters formatted like “Seeds: 5 · Harvest: 0.” At top right, a matching rounded card says “WASD / arrows or joystick to move” and “Walk to a bed and tap ACTION.” Center the bottom controls: a short instructional/status toast above a large rounded golden-orange ACTION button with dark bold lettering and a subtle darker drop shadow. The button label should change contextually between “WALK TO A BED,” “PLANT SEED,” “WATER IT,” “GROWING…,” and “HARVEST” based on proximity and the nearest bed’s state, and disable when too far away. Show brief feedback messages for planting, watering, ripeness, harvesting, lack of seeds, and being too far from a bed. Do not add combat, enemies, quests, extra crops, or other systems.