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Arcade › Lost Tide
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Made by Chicken Salami, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.
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Lost Tide was built by Chicken Salami 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 Tide 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 third-person 3D exploration/treasure-hunt game titled “Isle of the Lost Tide” (the title may be shown as “Lost Tide”). The player controls a small pirate adventurer on a broad, isolated tropical island surrounded by bright turquoise sea. Use a gently elevated, over-the-shoulder follow camera that tracks the avatar and allows the player to rotate the view. Set a bright, sunlit mood with cyan-blue sky and distant ocean haze, soft shadows, a warm golden sandy shoreline, a raised lush green island interior, and a stylized, friendly low-poly pirate-adventure look. Include palm trees around the island, rocky cliff peaks toward the back/interior, a few small wooden huts in a clearing, a lagoon, and a simple wooden dock and small ship at the coast. A pale turquoise waterfall/ribbon appears by the lagoon. Keep the island relatively open and navigable. The playable character is a pirate adventurer (the referenced asset is a female pirate character), beginning around the near/harbor side of the island. Move with WASD or arrow keys, jump with Space, and use E to interact; on touch screens provide a movement joystick, drag-to-look camera control, and an on-screen interact button. Shift is used for a run animation while moving. The core objective is to roam the island and collect at least five scattered glowing gold doubloons, then reach the legendary golden chest near the hidden lagoon and interact to open it. Place 11 collectible coins around the island; each floats/bobs, spins, and has a glowing ring. Coins are automatically picked up when the player gets close (about 1.75 world units), awarding +5 gold and +10 XP each, with a little gold particle burst and chime. Show progress toward the first five coins. At five collected, update the quest objective to finding the chest and make its beacon/ring pulse. The chest is about 5 units interact range: if approached before five coins, show a message saying how many more are needed; after five, pressing E or the on-screen button opens it, adds 100 gold and 120 XP, advances the displayed level to 2, and triggers a celebratory sparkle burst and message. Keep the chest interactable afterward but simply confirm the hoard is yours. XP collected from coins levels up whenever it reaches 100, subtracting 100 XP and increasing the level. Overlay the 3D world with a compact polished fantasy HUD: top-left dark translucent rounded panel with gold serif island title and a small treasure/captain tagline; beneath it an “Active voyage” quest card with title, short instruction, and a thin progress bar; top-right three matching compact stat cards for Gold, Level, and XP. Show temporary centered toast messages for pickups, quest/interact feedback, and level-up. When the player is near the chest and eligible, show an interaction hint and a circular gold-brown OPEN button near the lower-right. On initial load, place a centered large dark teal translucent rounded intro card over a dimmed island, with a skull-and-crossbones emblem, large two-line cream/gold serif title, short invitation text, compact controls legend, and glowing gold “SET SAIL” button. Starting dismisses this overlay and begins play. Use crisp readable interface typography, warm gold accents, dark teal glassy panels, and unobtrusive effects. No combat or enemies; the experience is exploration, collecting, and opening the treasure chest.»