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Arcade › Melon Lab
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Heather Baron built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Melon Lab yet. Play it, then tell Heather Baron what you would add next.
Melon Lab was built by Heather Baron 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 Melon Lab 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 playable first-person 3D physics sandbox called “Melon Lab.” Use a Three.js-style perspective camera with mouse pointer-lock look and a centered white crosshair. The player starts at approximately (0, 1.68, 3.6), can walk with WASD or arrow keys at a normal walking speed, and falls if walking off the compact test yard; when they fall far below the arena, respawn them at the start. The environment should be a small factory-style test yard made from Kenney-like asset-pack models rather than plain primitive geometry: a 5x5 tiled floor of large square factory floor panels, surrounding dark fences with openings, stairs, large stacked boxes, and a couple of fixed ramps. Use a pale sky-blue background with matching distant fog, soft shadows, bright ambient hemisphere lighting, and a directional sun. Keep the visible style clean, colorful, low-poly asset-pack industrial playground. The central mechanic is freeform object experimentation. Provide a bottom-center toolbar with five selectable tools, each showing its number and label: “1 Melon,” “2 Crate,” “3 Ramp,” “4 Bomb,” and “5 Spikes.” Start with Melon selected, highlight the selected button in translucent green, and show a top-left dark translucent rounded HUD panel titled “Melon Lab.” The panel should explain: WASD to move, mouse to look, left click grabs an aimed object and otherwise places the selected item, right click deletes, and R resets. Show a green pill reading “Selected: Melon.” Add a top-right “Reset Sandbox” button. Show a small rounded status message near the top-center and a white plus-shaped crosshair at screen center. After the user clicks the world once, lock the pointer and let mouse movement rotate yaw and pitch, with pitch clamped to nearly straight up/down. Number keys 1–5 switch the selected tool; toolbar buttons also switch tools. On left click while pointer-locked, raycast from the crosshair. If it hits a dynamic spawned melon, crate, bomb, or chunk, grab it and hold it in front of the camera using a spring-like force; while holding, mouse-look lets the player reposition it, and releasing the left mouse button drops it with physics. If no interactable object is aimed at, place the selected tool at the raycast point on an arena model or horizontal ground plane. Melons, crates, and bombs should be dynamic rigid bodies with gravity, friction, damping, collisions, and shadows. Ramps and spikes are static colliders. Align placed ramps and spikes to a snapped grid position and orient them in a quarter-turn based on the player’s facing direction. Place ordinary dynamic objects slightly off the surface so they settle naturally. Use these object behaviors and approximate forms: melons are small watermelon asset models with spherical physics bodies; crates are small factory box models with box physics bodies; ramps are platform-ramp models with a sloped convex collision shape; bombs are bomb models with spherical physics bodies; spikes are large trap-spike models with a static collision base. High-speed melon impacts above roughly 7.4 impact velocity should shatter the melon: remove it, create four smaller watermelon chunk pieces around it, give them outward and upward velocities and spin, briefly show a pinkish flash, and let chunks disappear after about 12 seconds. Spikes should pop/shatter melons or chunks that settle over them, while other dynamic bodies contacting spikes receive an upward kick. Bombs should detonate on strong impacts above roughly 4.2: remove the bomb, briefly flash warm orange/yellow, play a heavy impact/boom sound, apply radial impulses to dynamic bodies within roughly 4.5 units, and shatter nearby melons/chunks within roughly 2.7 units. Play light impact/place sounds for ordinary placement and collisions. Populate the yard at startup with fixed starter props that cannot be individually deleted: a ramp around (2.3, 0, -1.2), a spike trap around (-2.1, 0, -1.8), two crates stacked near (-1.2, 1.6 and 2.3, 1.3), a melon around (0.4, 1.1, 0.5), another melon around (2.5, 1.1, -1.2), and a bomb around (1.6, 1.0, 1.1). Reset should remove all user-spawned objects and temporary chunks, recreate this starter set, reset the player to the start, and show a status message such as “Sandbox reset. New melons loaded.” User-spawned objects should be removable with right click when aimed at; starter props should remain and instead report that they stay until reset. Keep the sandbox open-ended with no score, enemies, win state, or progression. Include brief status feedback for selection, placement, grabbing, deletion, reset, pointer lock, and falling out of bounds. Cap excessive dynamic object counts by removing the oldest removable non-bomb object after the dynamic population exceeds about 100.