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Arcade › Meadow Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ahmad Mcheik built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Meadow Dash yet. Play it, then tell Ahmad Mcheik what you would add next.
Meadow Dash was built by Ahmad Mcheik 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 Dash 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.
Recreate a simple third-person 3D collection game titled “Meadow Dash” (the browser title may read “Mia’s Meadow Dash”). Use Three.js or an equivalent real-time 3D engine. The player is Mia, loaded from the supplied humanoid model asset `assets/Rig_model_mia.glb`; place her in a playable group starting at approximately (0, 0.2, 11), scale the model to about 1.55, enable cast/receive shadows, and play its idle animation if available. While moving, rotate Mia to face her movement direction. Build a broad circular meadow arena: a dark green cylindrical ground disk roughly radius 30 and height 0.6, with a thin tan/brown circular sunny path disk roughly radius 13 on top. The scene should feel like a stylized low-poly night meadow: dark blue-green background and fog, warm directional sunlight, cool ambient hemisphere lighting, and a teal point light that follows the player. Scatter 22 low-poly decorative objects around the meadow, using mostly faceted green bushes and some faceted blue-gray dodecahedron-like rocks, at varied radial positions around the path; these are visual scenery and should not be presented as enemies. Use soft shadows and an ACES-like cinematic color treatment. Place exactly 8 collectible fireflies around the arena at these approximate world coordinates: (-6, 1.4, -5), (2, 1.7, -8), (7, 1.1, -2), (-9, 1.5, 2), (-2, 1.2, 7), (6, 1.4, 6), (11, 1.1, 4), and (-11, 1.6, -4). Each firefly is a small glowing pale-yellow sphere with strong yellow-orange emissive light/material and a thin horizontal torus ring around it. Animate them with slow rotation and gentle vertical bobbing. When Mia comes within approximately 1.35 world units of one, collect it: hide it, increment the counter, and briefly show a “Firefly collected!” toast. The core goal is to collect all 8 fireflies before the 45-second countdown reaches zero. Start with score 0/8 and time 45. If all are collected, end play and show a centered translucent dark glass-style panel titled “Meadow complete!” with text stating that Mia caught every firefly and how many seconds remain. If time expires first, end play with the title “Night is falling” and text stating how many fireflies were caught, encouraging a faster route. Include a rounded “Play again” button that resets the score, timer, end state, all fireflies and their positions/visibility, and Mia’s starting position. Use a third-person camera following Mia, with a perspective field of view around 55 degrees, approximately 7.2 units behind/distance from the player, and camera behavior suitable for a third-person controller. Support keyboard movement with WASD and arrow keys, jumping with Space, and faster running with Shift. Also support mobile joystick movement and a jump control. Movement should be about 5.2 units/second, jump speed about 8.4, gravity about -22, and allow slopes up to roughly 42 degrees. Keep movement and collection active only while the game is not ended. Overlay a responsive HUD above the 3D view. At the upper left, show a dark translucent rounded panel with the bold heading “Meadow Dash”, then “Fireflies: 0 / 8” (updated as collected) and “Time: 45” (updated as a ceiling-rounded countdown). At the upper right show the compact instruction panel: “WASD / arrows to move”, “Space to jump · Shift to run”, and “Mobile: joystick + jump”; on narrow mobile screens move this hint to the lower right. Use a dark teal/blue page background, pale text, subtle border, blur, and shadow. Show the centered end panel only on completion or timeout, and the small collection toast near the bottom center during play. Render responsively on resize and hide overflow so the game fills the viewport.