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Arcade › Melon Sandbox

Melon Sandbox

  • 3d
  • sandbox
  • simulation
  • toybox
  • low-poly
  • browser
  • physics
  • melons
0
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How to play

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

Discussion

Nobody has said anything about Melon Sandbox yet. Play it, then tell Bobb Ross what you would add next.

Make your own game

Melon Sandbox was built by Bobb Ross 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 Sandbox 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 Melon Sandbox

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-based 3D sandbox game titled “🍈 Melon Sandbox.” Use Three.js-style real-time 3D rendering with a perspective camera, soft shadows, fog, orbit camera controls, and a full-screen responsive canvas. The default scene is a sunny garden: a large flat green lawn enclosed by a simple brown-post fence, with a broad tan dirt path running down the center, a few stylized low-poly props (bench, crate, flower patch, tree), pale green sky/fog, and a warm directional sun. Start with several melons already placed around the garden, and show a dark translucent rounded HUD panel in the upper-left. The visual style is colorful, simple, low-poly, toy-like, and readable on both desktop and mobile.

Core interaction: the player can tap/click the ground to plant or drop a melon, or drag a variety button onto the 3D land to spawn it at the dropped screen position. Melons are round stylized objects with a small stem and vine; varieties include Classic green, Golden yellow, Striped green with pale stripe rings, Black Diamond dark green, Snow off-white, Mini pink/small, and Carrot orange. Display the melon count and current map/time in the HUD. Tapping a melon in the normal action mode should splatter it with a visible playful impact effect; provide a “Clean splatter” action to remove splatter. Add a stats/inspect mode where tapping a melon opens a centered dark dialog showing its name, gender, bald/hair state, swimmer status, secret-seller status, reported state, personality, walker state, fat state, feed count/max feed, and current status.

The upper-left HUD should have the title, instructional text such as “Drop melons into the garden and make your own little patch,” a status line like “Melons: 4 · Garden · Daylight,” and controls including map selection, melon/NPC selection, actions, reset/clear garden, night mode, pause, and reset camera. Make the panel scrollable and translucent on small screens. Include a bottom-center pill-shaped hint such as “Tap or click the ground to plant a melon.” A hide-menu button sits at the upper-right. Use yellow primary buttons and pale-green secondary buttons, with active variety/map buttons highlighted yellow.

Implement the visible menus and sandbox systems represented by the game: map buttons for Garden, Canyon, Moon Lab, Candy Orchard, Ocean, Beach, Big City, Sky Village, Hospital, Backrooms, Underground Cave, Crystal Marsh, and Surprise. Switching maps changes the palette, fog, lighting, and environment while retaining the sandbox concept. Canyon is warm red/orange, Moon Lab is dark blue, Candy Orchard is pink/green, Ocean includes a visible water/drowning area at the far end, Beach is sandy, Big City has many blocky buildings with windows and doors, Sky Village has floating white islands, trees and bridges, Hospital has a hospital building/rooms/beds/doctors, Backrooms has repeating yellow rooms and fluorescent lights plus bathroom areas, a green exit door/sign, and dark red-eyed creatures, Underground Cave is dark with rocks and glowing blue crystals, and Crystal Marsh has ponds and reeds. Keep these environments as simple low-poly geometry rather than photorealistic assets.

Add NPC spawn buttons for Monster, Human watermelon, Carrot, Traveler, and Firefighter. These are alternate placement modes: tapping land spawns the selected NPC type. Walking watermelon NPCs should be melon-shaped characters with simple limbs, faces, personalities and speech/emotion bubbles; they can wander, animate their limbs, and interact. The traveler has a backpack, the firefighter is a themed NPC, human watermelon is a humanoid melon, carrot is an orange carrot character, and the Backrooms monster is a black humanoid creature with glowing red eyes and a dark mouth. Include seeded classic police watermelon NPCs and prison cells in the garden/world; a “Report killer” action can mark a target as wanted and police pursue and arrest it, moving it to a cell/jail state. NPCs may have names, genders and personality types (brave, scared, curious, sad, mean, serial killer, nice) and corresponding short speech lines. Support the existing lightweight life simulation: compatible walking NPCs can meet, marry with visible gold rings, and later produce a smaller Mini child.

Include action modes and controls from the interface: Plant/Shoot mode toggle, Stats mode, Drag mode, Feed mode with Apple/Cake/Candy choices, Fog on/off, Become God/player mode, Items menu, Build mode, tornado, building fire, choose fire building, tsunami, rain, hail, drop anvil, drop boulder, report killer, call ambulance, spawn car, clear NPCs, pause world, night/day, and update log. Feed mode should let the player feed a selected melon and increment its feed count. Drag mode should allow grabbing/dragging objects and melons. Build mode should support placing simple sandbox objects. Items should spawn a knife, gun, or landmine near the player; landmines are small dark discs with a red cap, while knife and gun are simple low-poly items. Tapping/using destructive items should create the game’s stylized splatter/impact effects rather than realistic gore.

Implement environmental events consistent with the game: rain consists of many falling blue translucent streaks, hail consists of falling white faceted stones, an anvil or boulder falls from above onto the selected/current area, building fires attach orange/yellow flames and dark smoke to city buildings, a tornado is a temporary translucent gray funnel with spinning rings, dust, smoke puffs and debris that can lift melons into the air, and a tsunami is a moving blue wave in the beach/ocean setting that can affect melons. These are playful physics/sandbox events with finite lifetimes. Include ambulances that can be called for injured NPCs, and simple red cars with blue-tinted cabins and black wheels that can be spawned and driven.

Add an optional player/avatar mode called “Become God.” Build a player character, offer Classic and Golden forms, and show a separate Player menu with Blast, Push, Drag, Handcuff and Spy tools, First person toggle, Fly toggle, elevator use, Drive car, and Exit player. In player mode, support keyboard W/A/S/D and arrow movement, space for jump/fly, a mobile virtual joystick and directional move pad, collision against world props/buildings, and camera-follow movement. First-person hides the avatar and places the camera at eye level; third-person follows behind/above. Player movement should work on the city elevators and on Sky Village supports where applicable. Driving hides the player inside the spawned low-poly car and moves the car with the same directional controls.

Use orbit camera controls outside first person: drag to rotate, pinch/wheel to zoom, pan where supported, damping, a high/low distance limit, and a reset-camera button. Keep lighting, shadows, fog, and object visibility map-aware. Include subtle simple oscillator UI sounds for actions if available, but the game must work without sound. Preserve the intentionally open-ended sandbox goal: there is no score or win condition; the player experiments by placing, inspecting, feeding, dragging, animating, and subjecting melons/NPCs to the available tools and events.

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