Arcade › Little Wins
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hannah Inkpin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Little Wins yet. Play it, then tell Hannah Inkpin what you would add next.
Little Wins was built by Hannah Inkpin 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 Wins 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 gentle third-person 3D exploration game titled “Little Wins,” subtitled “a quiet place to wander.” The player freely wanders through a softly stylized woodland clearing with no combat, enemies, collectibles, score, timer, or win screen; the core experience is simply exploring the cozy environment and hopping around. Use a perspective third-person camera following the player from behind at roughly 10 units away, with mouse/touch dragging to look around. Support WASD and arrow keys for movement, and Space for a small hop/jump. The player should be a cute, simple low-poly traveler: a rounded dark sage-green capsule-like body, spherical peach/tan head, two tiny dark eyes, and a purple pointed conical hat with a broad purple brim. Place the player initially on the tan path in front of the cottage. Include a small companion bunny that follows behind with a slight delay: rounded dusty pink/beige body and head, two upright ears, tiny dark eyes, and a green mossy leaf-like collar. Give the bunny a subtle floating/bobbing idle motion. Build the setting as a large circular grassy clearing with soft green ground, surrounded by a loose ring of stylized trees. Scatter bushes, flowers, mushrooms, and rocks around the clearing. Add a narrow pale-blue translucent stream along the left side, a tan path leading from the foreground toward a cottage, and a circular tan area around the cottage entrance. Use soft ambient lighting, warm directional sunlight, contact shadows, gentle atmospheric fog, and a pastel woodland palette. The main landmark is a tiny cozy cream-colored cottage near the back-center of the clearing. Its front should be partially open so the player can wander inside. Model cream walls with side walls, a back wall, front wall sections and a lintel, a steep muted reddish-brown four-sided roof, and a chimney. Add two warm yellow rectangular windows on the front/back-facing wall area and a wooden porch at the entrance. Inside, visibly include a wooden floor, a muted rose rectangular rug, a small bed with a wooden base, teal blanket and pale pillow, a round wooden tea table with a small cream mug, a wall shelf, and a warm glowing candle. Add a closed door at the cottage entrance. Populate the clearing with simple low-poly/tree-pack-style environmental props placed irregularly around the perimeter and paths. Add approximately two dozen tiny warm yellow fireflies floating throughout the clearing; they should gently bob and drift horizontally and softly pulse in opacity. The cottage and candle can have extremely subtle idle motion/flicker, but the overall mood should remain calm and quiet. Render with a pale blue-green background and fog fading the distant clearing. Keep the camera and objects softly lit with pastel colors, rounded primitive geometry, minimal texture detail, and visible soft shadows. The HUD is part of the presentation: at the top-left show large white serif text “Little Wins” with the smaller line “a quiet place to wander”; at the top-right show a rounded cream translucent badge reading “woodland clearing · prototype”; at the bottom-center show a rounded translucent cream hint pill reading “WASD / arrows to wander · drag to look · Space to hop.” On narrow/touch screens, move the hint higher above the bottom edge. Do not add gameplay systems or UI elements beyond this peaceful wandering presentation.