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Meadow Alchemy

  • 3d
  • third-person
  • exploration
  • crafting
  • low-poly
  • fantasy
  • collection
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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. Malick jj built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Meadow Alchemy yet. Play it, then tell Malick jj what you would add next.

Make your own game

Meadow Alchemy was built by Malick jj 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 Meadow Alchemy 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 Meadow Alchemy

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 small third-person 3D exploration and crafting game titled “Meadow Alchemy.” Use a soft low-poly fantasy meadow rendered in Three.js-style graphics: a large flat green grass field under a pale sage-green sky/background with light fog, soft shadows, and warm directional sunlight. Add a wide tan walking path running through the meadow. Place a campfire area on the path near the player’s starting area (around the front/end of the path): eight irregular gray stones arranged in a ring, a glowing orange cone-shaped flame that subtly flickers, and a dark metal brewing pot above it. Scatter exactly nine collectible stylized herbs around the field: three Sunleaf plants with yellow leaves, three Moonmint plants with pale blue leaves, and three Emberroot plants with orange-red leaves. Each plant is a tiny low-poly stem with three rounded leaves and a faint emissive glow. Place several large low-poly oak and pine trees around the distant edges of the meadow. Include a low-poly ranger NPC standing near the campfire, idling and facing generally toward the play area.

The player is a simple low-poly hooded avatar: a blue rounded capsule-like body with a dark purple rounded hood/head, controlled in third-person with the camera following behind and above. Start the player near the campfire, with the camera positioned at a moderate distance (about 7 units) and a perspective view. Support normal third-person movement using the game’s movement controls (keyboard movement such as WASD and touch/virtual controls on mobile), plus jumping if supported by the controller. The player can collect a herb when close enough: show a centered prompt reading “Move close to a herb and press E,” and allow the E key or an on-screen Gather button to collect the nearest plant within roughly 2.2 world units. On collection, increment the matching ingredient in the satchel, hide/deactivate that herb permanently, and show a status message such as “Gathered Sunleaf. Find more wild plants.” If no plant is in range, show “No herb within reach. Explore the meadow.”

Include a brewing action through an on-screen “Craft Potion” button. It is disabled until the player has at least one Sunleaf, one Moonmint, and one Emberroot. When activated, consume one of each ingredient, increment the potion count, and display “Brewed a Verdant Tonic! The next recipe is waiting to be discovered.” The game’s primary loop is exploring the meadow, gathering the three herb types, and returning/using the campfire area to craft potions; do not add combat, enemies, health, timers, or additional recipes.

Overlay the game with a fixed, translucent dark green HUD using rounded panels, subtle gold borders, blur, and cream/yellow typography. At top left show the title “Meadow Alchemy” and the subtitle “Explore the open field, gather wild herbs, and brew useful potions at the campfire.” At top right show a “SATCHEL” panel with live numeric rows for Sunleaf, Moonmint, Emberroot, and Potions, initially all zero. At the bottom center show a dark status panel initially reading “Find herbs scattered across the meadow.” and buttons labeled “Gather” and “Craft Potion”; make the craft button visibly dimmed/disabled until the ingredient requirement is met. Keep the HUD readable on desktop and rearrange it responsively for narrow mobile screens. Use warm yellow for headings and buttons, pale green for inventory numbers, and preserve the calm, uncluttered meadow-alchemy atmosphere.

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