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Arcade › Little Life
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Alena Speight built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Little Life yet. Play it, then tell Alena Speight what you would add next.
Little Life was built by Alena Speight 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 Life 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 playable cozy 3D life-simulation game titled "Little Life". The player controls Alex, a small blocky character, in a simple top-down/isometric garden surrounding a tiny starter home. Use Three.js-style real-time 3D rendering with a perspective camera following the player from above, soft shadows, ambient hemisphere lighting, warm directional sunlight, light blue sky/background fog, and a pastel low-poly/asset-pack aesthetic. The ground is a large muted green lawn. Center the scene on a pink/mauve rectangular living-room rug, with a pale tan path on the right/front side. Load or approximate a compact modular house, a double bed, dining table, two chairs, and a round table lamp arranged around the rug. Add four simple stylized trees around the outer corners of the play area (brown low-poly trunks and green cone foliage). Alex begins near the lower/front edge of the home and can freely walk around the environment using WASD or arrow keys; on touch devices provide a virtual joystick. Movement is top-down, with no jumping, and walking slowly drains energy. Keep the camera focused on Alex and allow the player to explore the small home/garden space. Overlay a fixed responsive HUD on top of the 3D scene. Use dark translucent charcoal-purple rounded panels with a subtle border, shadow, and blurred/glass-like appearance. On desktop, put the status panel at the upper-left and the action panel at the upper-right. On narrow/mobile screens, keep the status panel at the upper-left and move the action panel to the lower-right; hide the desktop movement-help panel on mobile. The status panel must display: - Title "Little Life" - Subtitle "A tiny home, a tiny routine." - Mood, initially "🙂 Fine" - Money, initially "§ 120" - Four 0–100 need meters with labels and numeric values: Fun 72 using a pink fill, Energy 86 using a light blue fill, Hunger 62 using a gold/yellow fill, and Social 58 using a mint-green fill. Each meter has a dark purple track and rounded fill. - A schedule line initially reading "Day 1 · 08:00 · Make breakfast". The action panel should say "What should Alex do?" and contain five large rounded buttons with bold dark text, using these labels and icons/colors: "🍳 Make breakfast" on pale pink, "🛏 Take a nap" on pale blue, "🎮 Play games" on pale pink, "💬 Call a friend" on pale mint green, and "🧽 Clean up (+§15)" on pale pink. Buttons should respond immediately to pointer/touch input and have a slight pressed effect. Implement exactly these state changes, clamping Fun, Energy, Hunger, and Social to 0–100 after each action: - Make breakfast: Hunger +28, Energy -4, time +0.6 hours, task becomes "Wash the dishes", and show the toast "Breakfast made! Hunger up." - Take a nap: Energy +32, Hunger -10, time +2 hours, task becomes "Wake up refreshed", and show "A cozy nap restores energy." - Play games: Fun +26, Energy -8, time +1 hour, task becomes "Take a break", and show "That was fun." - Call a friend: Social +30, Energy -5, time +0.8 hours, task becomes "Keep in touch", and show "Friendship level up." - Clean up: Money +15, Fun -4, time +0.5 hours, task becomes "House looks better", and show "Clean home, easy money." The clock starts at 08:00 on Day 1. Convert fractional hours to HH:MM, and whenever time reaches 24:00, wrap the clock to 00:00 and increment the day. While the player is moving, continuously reduce Energy by about 0.45 per second. Independently reduce Hunger by about 0.08 per second, Social by about 0.035 per second, and Fun by about 0.025 per second; clamp all these values and refresh the HUD continuously. Calculate mood from the average of the four needs: above 78 is "😄 Great", above 55 is "🙂 Fine", above 30 is "😕 Needs care", otherwise "😫 Miserable". Show the current mood and money live. Toast notifications should appear near the bottom center in the same dark rounded panel style, fade in immediately after an action, remain briefly, then fade out. Use a clean, friendly, pastel interface and keep the gameplay focused on freely moving around the tiny home while managing the four needs through the five routine actions. Do not add combat, inventory, quests, NPCs, currency spending, extra minigames, or other systems not described here.