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Lost Isle Hunt

  • 3d
  • exploration
  • adventure
  • treasure-hunt
  • third-person
  • low-poly
  • tropical
  • browser
0
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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. MrSpockYT built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Lost Isle Hunt yet. Play it, then tell MrSpockYT what you would add next.

Make your own game

Lost Isle Hunt was built by MrSpockYT 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 Lost Isle Hunt 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 Lost Isle Hunt

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 browser-based 3D third-person exploration game titled “Lost Isle Hunt” (the in-game heading can read “Compass of the Lost Isle”). Use a Three.js-style perspective camera following a controllable pirate character from behind at a moderate distance, with a bright stylized low-poly presentation. The scene is a small circular tropical island surrounded by a broad blue ocean: a raised green cylindrical island platform with a sandy beige beach rim, soft atmospheric fog, cyan sky/background, directional warm sunlight, shadows, and simple stylized environmental props. Place four palm trees around the island and five scattered rocks, using colorful low-poly pirate-adventure assets. Add a dotted/gold trail on the ground that crosses the island through these coordinates/order: from the northwest area near (-13,9), through roughly (-7,5), (-1,2), (6,-2), and ending at (11,-8). Place the player at the island’s northwest edge near (-16,14), represented by a pirate male animated character with idle, walk, run, jump, fall, and victory animations; show a small glowing pale-gold circular marker beneath him. Include a golden treasure chest at the final southeast/cove location around (11,-8).

Core gameplay is a linear treasure hunt. The player must physically walk near four sequential checkpoints, within about 3 world units, in this exact order: first a red marker near (-13,9), second a golden/yellow marker near (-1,2), third a green marker near (6,-2), and finally the treasure chest near (11,-8). Advancing a checkpoint updates the current clue and status message; do not allow later checkpoints to complete out of order. The four map objectives/messages are: “Find the first red marker” / “The trail starts beside the palms.”; “Reach the golden marker” / “The old map points inland — keep following the trail.”; “Reach the green marker” / “A salty breeze leads you toward the cove.”; “Open the treasure chest” / “The treasure is close. Search the cove!” When the player reaches the final checkpoint, mark the game won, stop normal hunt progression, play the pirate’s Victory animation, and show a centered translucent victory overlay reading “Treasure found!” with text explaining that the player followed the map, crossed the island, and uncovered the Lost Captain’s chest, plus an “Explore again” button that reloads/restarts the game.

Controls should be clearly communicated in the HUD: WASD or arrow keys to move/explore, Shift to run, Space to jump; on mobile provide a virtual joystick and drag gesture to look. Use third-person camera controls with movement speed around 6, jump speed around 9, gravity around -24, camera distance around 7, and allow camera look/orientation control. Keep the player on/around the island with ordinary third-person movement and jumping; there are no combat systems, enemies, health, lives, inventory, weapons, or timers.

Build a fixed, responsive HUD over the game. At the upper left, show a dark translucent rounded card with a thin warm-gold border, the heading “Compass of the Lost Isle” in pale yellow, and the control instructions beneath in small light blue-gray text. At the upper right, show a matching card labeled “MAP CLUE” in uppercase teal text and a large bold current objective. At the lower left, show a circular compass/map panel around 160px wide: cream/tan island map with a teal outer ring and gold border, a dashed island outline, a simple brown route line, and four colored pins (red first, yellow/gold second, green third, purple treasure/final). At the bottom center, show a compact translucent rounded status card with the current contextual message. Use a dark navy translucent UI palette, pale yellow/gold accents, teal labels, and rounded corners over the bright island scene. Make the experience fill the viewport, hide page overflow, and scale the HUD/map down on narrow mobile screens.

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