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Arcade › Meadow Ride
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Meadow Ride was built by Daisy Hunt 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 Ride 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 third-person 3D free-roam horse-riding game titled “Meadow Ride.” Use a bright, friendly, low-poly / animated-film-inspired visual style with soft shadows, warm sunlight, a clear blue sky, drifting white clouds, and a large rolling green countryside meadow. The camera should follow behind and slightly to the side of the rider, smoothly tracking the character and looking toward the direction of travel; pull back and raise slightly while galloping. The world is open and bounded to a large square area, with uneven rolling terrain, dirt trails, fenced pasture, scattered fuller low-poly trees, flowers, tall grass, bushes, rocks, hay bales, and a country house near the starting area. The house should be a substantial cream/off-white building with brown trim, a reddish-brown pitched roof, porch, windows, door, chimney, and a pale circular yard around it. Include a wooden stable/barn area off to one side of the property, reached by a dirt trail, with a large roof, dark wooden back wall, side walls, posts, open stall fronts/dividers, straw bedding, a water trough, and stacked hay. The playable avatar is a stylized girl rider on a stylized horse. Build the horse from simple rounded geometric forms: a colored body, chest, hindquarters, neck, head, pale muzzle and blaze, mane, ears, eyes, tail, saddle, blanket, reins/stirrups, and four articulated legs with pale socks and dark hooves. The horse should idle with breathing and subtle ear/tail/mane motion, and animate its legs and body with a smooth walking/running/galloping stride. The rider sits on the saddle and has a visible face/skin, long brown hair with a ponytail, layered top/dress-like riding clothing, light collar/accent, legs, boots, and animated arms/upper body. Rider and horse should sway naturally during movement. When dismounted, hide the mounted rider and show a matching stylized on-foot girl at the player position, with dress layers, long hair, arms, legs, boots, and a simple walking cycle; the horse remains standing nearby and continues idle animation. Start mounted near the house with the default horse named “Starlight,” default horse selection “Golden Daisy,” and default outfit “Rose Rider.” Movement must work with WASD and arrow keys, and with touch controls. Forward/back move in the facing direction and left/right turn; movement accelerates/decelerates smoothly. Hold Shift or a large on-screen “Gallop” button to increase speed substantially. Horse movement is faster than walking. Keep the player inside world bounds and prevent movement through the house and side wing using simple blocked rectangular zones. Keep the horse position synchronized with the mounted player; when dismounted, place the player just beside the horse. Press E or tap a context-sensitive Interact button to dismount, mount again when close to the horse, or perform a nearby chore. The interaction button should change its label among “Get Off,” “Mount Up,” “Brush Horse,” “Stack Hay,” and “Fill Water,” and be disabled when there is no valid nearby interaction. The stable contains exactly three barn chores, each represented by an animated floating marker: a pink brush marker in a stall, a yellow hay marker near the hay stack, and a blue water marker by the trough. The player must be on foot and within interaction range to complete them. Completing a chore hides its marker, increments the barn chore counter, and shows a short toast message; after all three, show a completion message that all barn chores are done. There is no combat, inventory, timer, score, health, or enemies. The primary goal is to explore freely, then ride to the stable, get off, enter the stalls, and complete all three chores. Add a responsive overlay HUD styled as rounded cream/white translucent panels with dark brown text and soft shadows. Across the top show Horse with the live horse name, Horse Choice as “1 / 18” style selection count, Outfit with the live outfit name, Barn Chores as “0 / 3,” and a brown “Customize” button. Open customization initially and allow it to be toggled with C, the Customize button, or closed with an X. The customization panel should be a large scrollable rounded light panel on the left/center with the title “Meadow Ride,” explanatory text, a live text input labeled “Horse name,” a left/right horse picker showing the selected horse name and “1 of 18,” and a grid of colored outfit buttons. Show keyboard, touch, and goal instructions in the panel. Provide exactly 18 horse choices with distinct names and visibly different coat/mane/light marking colors: Golden Daisy, Midnight Run, Maple Star, Silver Cloud, Honey Ember, Snowdrop, Chestnut Bloom, Fern Creek, Moon Pebble, Rosewood, Buttermilk, Juniper, Copper Penny, Velvet Night, Thistle, Apricot Lane, Riverstone, and Lavender Dust. Provide exactly 15 rider outfit choices with these names and coordinated top/bottom/accent color changes: Rose Rider, Sky Trail, Mint Meadow, Sunflower, Berry Patch, Countryside, Lilac Dream, Coral Glow, Forest Soft, Ocean Ribbon, Caramel Knit, Ivory Charm, Cherry Pop, Frost Blue, and Golden Fern. Changing the horse selection updates the horse model colors, picker, and HUD; changing the name updates the HUD live; changing outfits recolors the rider and highlights the active outfit swatch. On touch/mobile, show large brown rounded control buttons: a vertical forward arrow and a four-direction cluster at lower left, plus Interact and Gallop buttons at lower right. On desktop these controls may remain visible as a mobile-friendly interface. Show temporary dark translucent toast messages for horse changes, outfit changes, mounting/dismounting, chore completion, and the initial instruction. Use a perspective camera, fog fading the distant meadow, ambient/hemi/directional lighting, and soft cast/receive shadows. Include responsive resizing so the 3D scene fills the viewport behind the interface. The experience should feel calm, pastoral, exploratory, and suitable for casual play.