Skip to content

Arcade › Meadow Mons

Meadow Mons

  • 3d
  • creature-catching
  • turn-based
  • adventure
  • exploration
  • low-poly
  • mobile-friendly
0
Remix it Discord

8 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Reed built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Meadow Mons yet. Play it, then tell Reed what you would add next.

Make your own game

Meadow Mons was built by Reed 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 Mons 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 Mons

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 third-person 3D creature-catching adventure called “Meadow Mons.” Use a bright, friendly low-poly/cartoon style with a sky-blue background, soft directional shadows, green meadow terrain, pale tan paths, rounded UI panels, and colorful Kenney/Quaternius-style assets. The camera is a perspective camera positioned behind and above the player, looking toward the trainer; dragging the mouse/touch on the world rotates the camera around the player, and the mouse wheel zooms between roughly near and far third-person distances. The player is a casually dressed human trainer in an animated character model. Begin the player in a small town at the south end of a north-south route, around the tan path, with town buildings, fences, trees, bushes, flowers, and a pink circular healing spot. The route is a wide green meadow with a pale dirt path running north, decorative trees along the edges, and two dark-green tall-grass patches: one west of the path in the southern/middle route and one east farther north. Place a wooden route sign near the town saying that wild creatures hide in tall grass. Place a rival female trainer at the north end of the route. Also include a simple yellow fallback-style mentor NPC in town who can explain the battle actions and capture advice.

Core objective and loop: the player starts with one creature, Blinko, and must explore town and the grassy route, walk through tall grass to trigger random wild encounters, capture all three different creature types, then walk to and interact with the rival north of the route and defeat the rival’s two-creature team. The three creature types are Blinko, a balanced blue alien-like creature with 52 max HP, basic power 10 and special power 18; Buzzlet, a yellow bee-like creature with 44 max HP, basic power 9 and special power 22; and Prickly, a green cactus-like creature with 60 max HP, basic power 12 and special power 17. The starter is Blinko and the initial team display should show Blinko at 52/52 HP and “Caught: 1/3 types.” Wild encounters can produce any of the three types, and only movement while inside a tall-grass zone can trigger them, with a short cooldown between encounters. Do not start encounters while standing still.

Movement controls: WASD or arrow keys move the trainer relative to the current camera orientation. On touch devices provide a translucent circular virtual joystick in the lower-left, an E interaction button in the lower-right, and an orange Bag button beside it; the joystick moves the trainer. E, or the touch E button, interacts with the nearest nearby object/person. Mouse/touch dragging rotates the third-person camera. Clamp the player to the meadow/town bounds and prevent walking through buildings. Nearby interactables should show an on-screen prompt such as “E: Town Sign,” “E: Healing Spot,” or “E: Rival Trainer.” The healing spot fully restores every owned creature and returns/positions the player at the town healing location. The sign displays its route/tall-grass message. The mentor explains that Basic is steady, Special hits harder, Defend reduces the next hit, and Capture works best against a weakened wild creature. If the player presses E away from an interactable, show a short instruction message.

Wild and rival battles are turn-based and use a battle overlay across the lower part of the screen while retaining a visible 3D battle preview in the world: an arena ring, the active allied creature on the left, and the foe on the right facing each other. Show a title (“Wild Battle” for wild fights, or “Rival Battle 1/2” and “Rival Battle 2/2”), two creature cards with names, current/max HP, and green/yellow HP bars, a battle log, and four large action buttons: Basic Attack, Special Attack, Defend, Capture. Number keys 1–4 trigger these four actions. Capture is enabled only in wild battles; the touch Bag button should trigger Capture during a wild fight and otherwise explain that it is for capturing weak wild creatures.

Battle rules: on Basic Attack, deal the active creature’s basic value plus a small random bonus of 4–7 damage; on Special Attack, deal its special value plus a random bonus of 5–10 damage. Defend causes the next incoming damage to be reduced to about 42%, then clears. After an attack, if the foe survives, it counters for its basic value plus a random 3–7 damage. If the active creature faints, automatically switch to the first living team creature; if all owned creatures faint, end the battle, respawn the player at the town healing spot, fully restore the team, and display a loss message. In a wild battle, Capture success should become more likely as the foe loses HP, starting around 30% and gaining up to roughly 58% from low health, with a penalty for trying to capture a type already owned. On a successful capture, add that creature to the team only if it is a new type, add its type to the caught set, give the captured creature about 70% of max HP, and end the battle with a “joined your team”/team updated message. A wild foe can also be defeated without being captured.

When the rival is challenged, require all three caught types; otherwise the rival says how many of 3 are needed. Once eligible, start a rival battle against Buzzlet followed by a stronger Boss Prickly: Buzzlet has its normal stats, while Boss Prickly is Prickly with 70 max HP (60+10). Capture must be disabled in rival battles. Defeating both marks the rival defeated and displays a persistent victory message that the prototype goal is complete. The top-left HUD should always show the title “Meadow Mons,” caught types as “Caught: X/3 types,” rival status as “waiting” or “defeated,” the full team with each creature’s current/max HP, and the goal text “catch 3 types, then defeat the rival north of the route.” Use accessible high-contrast rounded white translucent panels with dark green borders, green/blue/orange buttons, and responsive two-column battle cards/actions on desktop, switching battle actions to a two-by-two grid on narrow touch screens. Use animated creature/trainer models when available, with simple colored capsule/shape fallbacks if assets fail, and include soft ambient lighting, fog, grass, nature decorations, suburban houses, fences, shadows, and cheerful saturated colors matching the shown game.

More free browser games

Browse the whole Arcade →