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Little Greenhouse

  • 3d
  • gardening
  • cozy
  • simulator
  • casual
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. mdfweo8117 built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Little Greenhouse was built by mdfweo8117 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 Greenhouse 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.

Read the build brief for Little Greenhouse

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 cozy 3D gardening simulator titled “Little Greenhouse.” Use a warm, softly lit low-poly/stylized Three.js-like scene viewed from a mostly fixed first-person gardener viewpoint looking toward a wooden greenhouse workbench, with drag-to-orbit camera controls for looking around approximately 360 degrees and left/right camera arrow buttons. The player avatar itself is not visible, but when an item is selected, show a simple gardener hand and the selected tool/material held in the foreground. Use an orthographic-feeling cozy presentation with a perspective camera, soft shadows, gentle fog, cream/tan/wood/green colors, rounded chunky geometry, and a calm greenhouse atmosphere.

Scene: place a large wooden upper bench/planter at the center, with a long rectangular soil bed containing five clearly separated planting pockets. Include a lower wooden table/shelf, wood grain accents, a pale greenhouse back wall, a back shelf with five small terracotta pots and simple green plants, and a muted green floor. On the workbench, visibly model four selectable tools: a metal watering can, a small spray/fertilizer bottle, a hand rake with several tines, and a hand trowel. Also place four selectable material items: a water bottle, feed jar, compost bowl, and seed packet. Give objects rounded edges, simple materials, cast shadows, and warm directional sunlight plus soft ambient fill.

Core loop: the player selects either a tool from the physical workbench or one of the bottom toolbar buttons, then clicks/taps one of the five soil pockets. Selecting a tool displays a status message such as “Picked up water,” moves it into the foreground hand, and highlights the corresponding toolbar button. Selecting a material displays “Picked up material: water/feed/compost/seed” and moves that item to the hand. Clicking a pocket selects it and updates the plant information panel. The default active tool is Water. With the Water tool, spend one unit of water, increase a planted pocket’s moisture by 38 (capped at 100) and health by 8 (capped at 100). Fertilize spends feed, increases fertilizer by 35 and health by 12. Rake soil spends compost, increases health by 5 and reduces moisture by 5. Do not allow treatment of an empty pocket; show a brief message telling the player to plant a seed first. If a resource is empty, show an appropriate “empty” message instead.

Planting: the Plant seed/trowel action plants the currently selected seed in an empty pocket, using one seed from stock. The starting seed is Sunflower, with 5 seeds in stock. Planting creates a tiny seedling visual. The seed selection card has previous/next arrows and initially shows Sunflower with a displayed plant cost of 25 coins. Include Red Daisy (cost 30, reward 100) and Purple Bloom (cost 35, reward 120) as initially locked options, but preserve the actual behavior that planting checks unlocked state and seed stock; the visible planting action does not directly subtract the displayed coin cost. A planted flower starts at stage 0 with health 55, moisture 35, fertilizer 0, and age 0. Over real time, moisture drains about 1.8 per second; health gradually rises while moisture is between 25 and 90, otherwise it declines. Fertilizer slowly drains. At about 5 seconds it advances to stage 1, about 12 seconds to stage 2, and about 22 seconds to stage 3, replacing the seedling with a progressively larger imported flower model/color. At stage 3 display a message that the flower is ready to harvest. If health reaches zero, clear the plant and show “A wilted plant was cleared.” Clicking a stage-3 plant harvests it, removes it, and awards its seed type’s reward coins (Sunflower 85, Red Daisy 100, Purple Bloom 120), with a “Harvest sold” message.

Allow material clicks as an alternate way to perform actions: seed material plants the selected seed; water material applies water; feed applies fertilizer; compost adds 5 health. If no plant exists, show “Plant a seed first.” Material use should animate with a small pouring/tilting motion, while tool use should animate with a short foreground swing and a simple soft synthesized sound. Persist coins, selected seed/tool, supplies, unlocked seeds, and pocket plant data in local storage so the garden survives reloads.

HUD: build a responsive cream translucent panel interface with thin brown borders, rounded corners, blur and soft shadows, using an elegant Georgia/serif style. At upper left show a coin counter initially reading “500 coins” with a gold dot. Beneath it show a plant info card reading “No pocket selected,” Health —, an empty health meter, and Moisture —; when a pocket is selected show its flower name, pocket number, percentage health and moisture. At upper right show a “SEED SELECTION” card with left/right arrow buttons, current seed name, and “Plant cost: 25 coins” for the initial Sunflower (locked choices may show “Locked seed”/“Shop”). At right below it show a Materials card with initial inventory Water 8, Feed 4, Compost 3, Seeds 5 and a “Garden shop” button. The shop should unlock the next locked seed for 120 coins, or, after all seeds are unlocked, restock materials for 20 coins by adding 5 water, 2 feed, 2 compost, and 3 seeds; show a message when coins are insufficient.

At lower left show a “Today’s garden goals” card with three lines: “○ Plant a seed,” “○ Care for a plant,” and “○ Harvest a flower,” changing completed goals to checkmarks and struck-through green text after the corresponding event. At bottom center show a large rounded toolbar with four buttons and emoji/icon-like imagery labeled Water, Fertilize, Rake soil, and Plant seed; Water begins highlighted in pale green. Show left/right camera buttons near the lower right, a rain ambience button, and a fullscreen button. Rain ambience toggles a visible field of falling blue raindrop particles over the scene, changes its label between “☔ Rain ambience” and “☀️ Clear rain,” and may play a quiet looping noise; it does not need to alter plant watering. Add a brief fading status pill near the center/lower scene for action feedback. On narrow mobile screens simplify the HUD to icon-oriented controls, hide secondary info panels, require landscape orientation with a rotate indicator in portrait, and support fullscreen/orientation lock after the first touch.

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