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Arcade › Meadow Walk
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Saint PL built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Meadow Walk yet. Play it, then tell Saint PL what you would add next.
Meadow Walk was built by Saint PL 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 Walk 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 simple third-person 3D walking game titled “Meadow Walk.” Use a perspective camera following behind and slightly above a low-poly humanoid explorer, with the player centered near the bottom of the view and the camera looking forward along the route. The world is a bright, peaceful meadow: a large flat green grass ground plane, a long straight pale tan walking path running away toward the horizon, clear light-blue sky, soft atmospheric fog in the distance, warm sunlight, ambient sky lighting, and soft real-time shadows. Keep the visual style coherent low-poly/cartoon, using chunky simplified geometry. Place the player on the path near its beginning. The avatar is a blocky low-poly male character with a large yellow/blond squared head or hair, pale face and hands, a red shirt, blue shorts/pants, and rounded chunky limbs. Load/use an animated low-poly character with Idle, Walk, and Jump animations, switching to Walk while moving, Jump while airborne, and Idle when stationary. The player can freely move around the meadow and along the path; there is no combat, inventory, collectible system, score, timer, health, or explicit finish condition. Track walking distance internally if desired, but do not show a score HUD. Controls: support WASD and arrow keys for movement, and Space to jump. Use third-person movement with approximately 5.2 movement speed, an approximately 8.5 jump impulse, and gravity around -22. On touch devices, show virtual touch controls/joystick-style controls over the game; the reference presentation has large translucent circular controls near the lower left and lower right. Allow the player to walk off the path onto the grass. The path is about 6.5 units wide and 92 units long, positioned through the meadow, with its far end fading into fog. Populate the scene sparsely and asymmetrically with low-poly meadow props: several chunky cube-like green trees with brown trunks around both sides of the path at varying distances, bright green faceted bushes, and a few gray low-poly rocks near the trail. Scatter small yellow flower dots across the grass, especially away from the path. Use approximate placements matching this composition: trees around x=-13,z=-10; x=12,z=-24; x=-16,z=-42; x=15,z=-54; bushes around x=-6.4,z=-18 and x=6.5,z=-34; rocks around x=4.4,z=-9 and x=-4.6,z=-48. Start the player around (0,0,12), with the path extending toward negative Z. Ensure props cast shadows and the grass/path receive shadows. Add a minimal fixed white HUD over the 3D view: large bold “MEADOW WALK” at the upper left; a dark translucent green rounded pill at the upper right reading “WASD / arrows · Space jump”; and a bottom-left instruction reading “Walk the path. Touch controls appear on phones.” Use a clean system sans-serif font, subtle dark text shadow, responsive sizing, safe-area spacing, and no other HUD panels. Render at full screen with antialiasing, shadows, mild fog, and a light blue background (#9dd7f0).