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Meadow Catch

  • 3d
  • arcade
  • animal-catching
  • third-person
  • casual
  • mobile-friendly
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. Clarissa Duer built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Meadow Catch yet. Play it, then tell Clarissa Duer what you would add next.

Make your own game

Meadow Catch was built by Clarissa Duer 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 Catch 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 Catch

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.

Rebuild a playable 3D cartoon game titled “Meadow Catch.” Use a cheerful low-poly/blocky style with Kenney-like animal and character models, soft shadows, simple bright materials, and a sky-blue background with light fog. The camera is a third-person over-the-shoulder perspective, following a blocky catcher character from behind at about 8.5 units distance and looking slightly downward. The player starts at the center of a small circular fenced meadow. The meadow is a broad green circular platform, surrounded by a simple wooden fence, with a pale sandy circular ring/path around the center, a small blue pond toward the back-left, scattered tufts of grass and red flowers, and several stylized oak and round pine trees around the outer edge. Keep the scene open and readable, matching a friendly children’s arcade-game presentation.

The core goal is to catch enough wandering animals with a soft throwing net: reach 15 points before a 90-second timer expires. Place six animals initially around the field: one cow worth 2 points near (-7,-3), one pig worth 2 near (6,-5), one bunny worth 3 near (3,7), one deer worth 4 near (-8,7), one fox worth 5 near (9,6), and a second pig worth 2 near (-3,-9), using meadow-relative coordinates. Animals should have idle, walk, run, eat, dance, and/or positive gesture animations where available. They wander slowly with changing directions when calm, remain generally inside the meadow, avoid the pond, and are pulled back toward the center if they approach the edge. Each animal has a different movement speed: cow 1.15, pig 1.35, bunny 1.75, deer 2.05, fox 2.35. If the player comes too close, or approaches quickly, the animal becomes alert and flees directly away; flee distances are about 2.8 cow, 3.25 pig, 3.9 bunny, 4.65 deer, and 5.15 fox, with rushing extending the alert radius. Calm animals use walk/idle behavior, while alerted animals run.

The player controls the catcher with WASD or arrow keys, with Shift providing a short faster movement multiplier. Movement is relative to the current camera/yaw direction, and the player is constrained within the fenced meadow. The catcher visibly holds a small soft net: a yellow-gold ring with a translucent white mesh. Aim using the camera direction and a white circular reticle at screen center. Press Space, make a quick mouse canvas click, or tap a large mobile “Net!” button to throw. A thrown net is a visible gold-ring/translucent-white circular projectile that travels forward horizontally from the player at about 13 units per second, spins and gently bobs, and disappears after roughly 9.5 units or on contact. Throw cooldown is about 0.68 seconds. It catches an animal only when the net is aimed toward it and comes within about 1.45 units; the projectile must be within the net’s 9.5-unit range. On a successful catch, award that animal’s point value, play a catch/dance reaction, emit around 15 small golden sparkle particles that rise and fade, briefly animate the animal floating/spinning and shrinking, then remove it. Show a message such as “Gentle catch! Fox +5.” On a miss, show a brief “Almost! Aim a little closer.” message. Play a soft throw sound on throwing if audio is supported.

Camera controls should support mouse dragging to rotate yaw and pitch, clamped to a modest third-person downward range, and on touch devices a right virtual joystick for looking. A left virtual joystick controls movement. On desktop, hide the joysticks and mobile Net button and show keyboard/mouse instructions; on mobile, display the pointer-safe left/right circular joysticks and a tappable yellow Net button. Include a center reticle. The player model should face the current yaw and switch between idle and walk animation based on movement, with a brief pick-up/throw animation when casting the net.

Create a polished HUD over the game: rounded white translucent pills at the top showing “Score 0 / 15,” “Time 90,” and the currently aimed target, formatted with animal name, point value, and distance in meters when an animal is lined up within range, otherwise “Target: aim at an animal.” Use a friendly rounded display font, green text, yellow accents, soft shadows, and responsive sizing. Near the top center show temporary pale-yellow rounded instructional/status messages. At the bottom center show a translucent hint: “WASD/Arrows move • drag mouse/right stick to look • Space or quick click throws.”

Start with a full-screen translucent start overlay/card titled “Meadow Catch,” explaining: “Move slowly near animals. If you rush, they scamper away.” and “Throw a soft net when your reticle is close. Foxes and deer are worth more.” Include a yellow rounded “Start Catching” button. Starting the game resets score to zero, timer to 90, player to the center, animals to their initial positions, and clears projectiles/particles. When score reaches 15, stop gameplay and show a result overlay with “Meadow saved!” and text indicating the score and that the animals were caught gently, plus a “Play Again” button. If time reaches zero before enough points, show “Time ran out!” and the score with advice to sneak closer, also with “Play Again.” End the game when either condition is reached. Use an orthographic-like clean low-poly visual composition but implement the camera as a smooth perspective third-person camera, with bright daylight, green meadow, blue sky, shadows, and no unnecessary gameplay elements beyond those described.

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