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Arcade › Meadow Maker
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kaleb Asefa built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Meadow Maker yet. Play it, then tell Kaleb Asefa what you would add next.
Meadow Maker was built by Kaleb Asefa 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 Maker 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 browser-playable low-poly 3D farming sandbox titled “Meadow Maker,” using a Three.js-style scene and Kenney-like blocky assets. Show a large bright green square grass meadow, approximately 72 x 72 world units, with a faint square build grid across the ground. Use an elevated third-person/isometric-follow camera looking down at the farmer from behind/right, with a clear blue sky background, fog, warm directional sunlight, soft shadows, and a slowly changing day lighting/background color. The player is a small blocky farmer character centered in the world, able to walk freely around the meadow and rotate to face the movement direction. Begin with the farmer near the center, a farmhouse toward the back-left (around world position -6,-7), scattered low-poly trees around the perimeter, a long starter fence row, a sell crate beside the house, a vertical starter path, a small row of tilled plots with some carrot crops, and three wandering animals: one cow, one pig, and one chick. Core interaction is tile-based farm building. Snap placement to 1 x 1 grid tiles. Display a translucent yellow highlighted square on the ground one tile in front of the farmer, updating as the farmer turns and moves. The farmer cannot build on their own current tile. The player can select tools in a prominent top HUD toolbar: Hoe, Plant, Fence, Crate, Path, Water, Tree, Cow, Pig, Chick, and Remove. Selecting a tool highlights it in orange/gold while the others are dark green. Press E or Space, or the mobile Build button, to use the selected tool on the highlighted tile in front of the farmer. Also allow clicking/tapping a ground tile directly to build there. Number keys 1–9 and 0 select the first ten tools; provide a mobile Tool button to cycle through tools. Tool rules: Hoe creates a brown, slightly raised tilled-soil square and displays a message telling the player to plant seeds. Plant places a carrot crop only on tilled soil, consumes one seed, and starts small; crops visibly grow over about 10 seconds, scaling up until they become ready. A grown carrot can be harvested with F or the mobile Do button when beside it, giving one carrot, sometimes returning a seed, quest progress, and XP. Fence, Crate, and Tree place their corresponding low-poly objects and each consume one wood. Path paints a tan square path tile and Water paints a translucent blue square water tile; path and water replace each other if placed on the same tile. Cow, Pig, and Chick add a wandering animal and cost two wood each. Animals roam within a loose area around their home position and have idle/walk/eat animation states. Remove deletes an object, path, water, or soil tile at the selected location and refunds a seed for a carrot, one wood for fence/crate/tree, or two wood for an animal. The Do/F action should first try to harvest a grown carrot in front of/on the farmer’s tile, then feed the nearest animal within about 2.3 tiles, then sell produce if the farmer is within about 2.3 tiles of the starter crate. Feeding requires harvested carrots: feed a cow to gain milk, feed a chick to gain eggs, and feed a pig to gain 4 coins. Feeding advances the feeding quest and grants XP. At the crate, sell all carried carrots, milk, and eggs together: carrots are worth 3 coins, milk 8, eggs 5; empty inventory should show a helpful message. Include messages for invalid actions such as planting without soil, no seeds/wood, occupied tiles, immature crops, and nothing to do. Start resources should be Seeds 24, Wood 32, Carrots 0, Coins 0, Milk 0, Eggs 0, level 1, and XP 0. Include a sequential quest system in the HUD: “Plant 3 carrot crops,” then “Harvest 3 grown crops,” then “Feed 2 animals carrots,” then “Build 5 path tiles,” then “Earn 50 total coins.” Show current progress and automatically grant each quest’s rewards: respectively 8 coins/4 seeds/8 XP; 12 coins/4 wood/12 XP; 15 coins/6 seeds/14 XP; 10 coins/8 wood/10 XP; and 25 coins/10 seeds/10 wood/18 XP. XP leveling should require level * 25 XP and grant 4 seeds and 4 wood on level-up. After all quests, show a free-build message. HUD layout should match a compact mobile-friendly overlay: a translucent dark green rounded stats panel across the upper left/top with the title “🌱 Meadow Maker,” an inventory line such as “Coins 0 · Lv 1 · Seeds 24 · Wood 32 · Carrots 0 · Milk 0 · Eggs 0,” a yellow quest line, and a tool/status message. Put the horizontally scrollable dark-green rounded tool buttons along the top beside/below the stats. On mobile, put a four-button directional D-pad at bottom-left with up/left/right/down arrow buttons, and stacked Build, Do, and Tool buttons at bottom-right. Support keyboard WASD and arrow keys for movement, with held movement, plus the same touch controls. Keep the presentation cheerful, uncluttered, colorful, and low-poly, with blocky character, farmhouse, carrot, fence, crate, tree, cow, pig, and chick models, bright green grass, brown soil, tan paths, blue water, visible grid, and the yellow target tile. Expose a game-state API if supported: getGameState should report player position/facing, selected tool, resources, level/XP, current quest/progress, placed objects and grown state, soil/path/water tile keys, animals, world size, and current message; setGameState should allow patching player position, selected tool, and resource counts.