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Malý Kampus

  • 3d
  • management
  • simulation
  • hospital
  • strategy
  • isometric
  • 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. Marcel Mojžiš built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Malý Kampus yet. Play it, then tell Marcel Mojžiš what you would add next.

Make your own game

Malý Kampus was built by Marcel Mojžiš 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 Malý Kampus 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 Malý Kampus

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.

Recreate a small playable 3D hospital-campus management game titled “Malý Kampus” / “Nemocnice: Malý Kampus”. Use a dark navy background (#0d1720), an orthographic isometric-like camera looking down from (0,16,12) toward the center of a flat rectangular campus, with fog, soft shadows, hemisphere lighting and a bright directional light. The board is an 11-by-8 grid of square floor tiles, each roughly 1.55 units wide, in muted blue-green shades, on a slightly raised dark teal floor. Keep the camera fixed and show the whole board beneath a clean HTML HUD.

At game start, create a reception building and one clinic and one pharmacy in adjacent cells near the upper/right area of the board: reception at grid cell (5,3), clinic at (6,3), pharmacy at (7,3). Buildings are simple stylized low-poly blocks: a colored rectangular room base, a slightly overhanging white roof, and a narrow white vertical stripe on the front/side. Reception is lavender/purple, clinic turquoise, and pharmacy warm yellow. Put floating white room labels above buildings (“Recepce”, “Ordinace”, “Lékárna”). Empty grid cells can be used for expansion.

The player’s core interaction is building rooms. Clicking an empty floor tile builds the currently selected room type on that tile if affordable; clicking an occupied tile shows a short toast with the room name and its current queue length. Provide bottom-left controls in a rounded translucent dark panel: “+ Ordinace 
20” (primary turquoise button), “+ Lékárna
60”, “Vylepšit recepci
20”, and “Pauza” (secondary dark buttons). Clicking the room buttons should immediately select/build the room on a randomly chosen free cell, matching the original behavior; clicking an empty board cell builds the selected type there. Costs are clinic
20 and pharmacy
60; reception costs $0 and is only the starter room. The upgrade button costs
20, can be purchased at most twice, and increases reputation by 8 each time, showing a toast such as “Recepce vylepšena”. The pause button freezes simulation and toggles its text between “Pauza” and “Pokračovat”. Start with $720 budget, day 1, 0 cured patients, and 62% reputation. Display a top-left rounded dark translucent stats panel with four values in Czech: “Rozpočet” and the dollar amount, “Den”, “Vyléčeno”, and “Reputace” with a percentage. At top right show the instruction panel: “Klikni na prázdné políčko a postav místnost. Pacienti chodí sami — drž finance nad nulou.” Use rounded corners, thin pale blue borders, subtle shadows, and bold modern system/Inter-like typography. Show short gold toast notifications at bottom right for construction, insufficient funds (“Na to teď nemáš peníze”), pause/resume, upgrades, and room inspections. Simulation rules: every 8 seconds advance the day, add $40 plus $6 per room to the budget, adjust reputation by +1 if more than three rooms exist otherwise -1, and spawn one patient if any clinic or pharmacy exists. Patients are small capsule-shaped low-poly meshes, randomly pink/red or blue, entering from the left side of the scene and walking automatically toward a clinic or pharmacy target. On reaching the target they wait for about 3 seconds, then are cured, disappear, increment “Vyléčeno”, add $45 for a clinic patient or $65 for a pharmacy patient, and increase reputation by 1 up to 100. Maintain a queue count per target room and show it when the player clicks a room. Patients cast small shadows. If no treatment room exists, do not spawn patients. The practical goal is to expand the campus, treat patients, improve reputation, and keep the budget above zero; there are no combat mechanics, character controls, inventory, or additional screens.

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