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Arcade › Mia Grove
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Remix Mia Grove 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 collecting game titled “Mia Grove,” using Three.js-style rendering. Load the supplied character asset `assets/Rig_model_mia.glb` as the player character Mia; fit it to about 1.72 world units tall, place it at the center of the arena, and use its idle/stand animation when stationary and walk/run/move animation while moving, smoothly turning Mia to face her movement direction. If the model cannot load, use a simple fallback humanoid made from a cream capsule body with a small pink sphere/scarf-like head accent. Build a bright, stylized low-poly meadow grove under a clear sky-blue background with light blue atmospheric fog. The playable area is a circular green grassy island, approximately 13.5–15.5 units across and 0.9 units thick, bounded visually by a wide brown dirt/earth ring and a circle of roughly 20 short dark-brown wooden posts around the outer edge. Keep Mia constrained to a radius of about 10.7 units so she cannot leave the arena. Add a blue pond on the left side at approximately (-4.2, -2.6), radius 2.45, with a slightly transparent reflective blue material. Scatter about 120 tiny flowers throughout the meadow: short green stems with small glowing-looking petals in yellow, pink, lavender, white, and pale cyan, while avoiding the pond. Add environmental props around the perimeter and meadow: several stylized trees, bushes, and rocks at varied scales, including trees near the outer right, rear, and left edges, bushes among the perimeter, and rocks around the arena. Use soft shadows, a warm directional sun from above/right, ambient hemisphere lighting, and a cheerful simplified low-poly aesthetic. The core objective is to collect 8 glowing fireflies before the countdown reaches zero. Represent each firefly as a small warm yellow/cream emissive sphere with a translucent halo and a nearby yellow point light. Spawn four visible firefly objects at random playable positions between roughly 2.2 and 8.4 units from the center, outside the pond; when Mia comes within about 0.95 units, count it as collected and respawn it elsewhere until the total reaches 8. Make fireflies gently bob vertically, rotate, glow, and cast light. When the eighth is collected, end the game as a win, hide the final collected pickup, set the status to “Clearing saved,” and show a centered dark translucent result card titled “You saved the grove,” explaining that Mia gathered all 8 fireflies and reporting remaining hearts. Add three moving red wisp hazards. Each hazard is a floating red/pink emissive orb with a translucent red halo and point light, positioned over the meadow and gently bobbing. Give each a different orbit/drift speed and have it drift around a randomly selected anchor in the inner arena with a radius around 0.75–1.15 units while also rotating around its pivot and pulsing in scale. If an orb comes within about 0.98 units of Mia, subtract one heart, briefly grant hit invulnerability/cooldown for about 1.65 seconds, knock Mia backward by about 1.5 units, and update status to “Red wisp hit.” Start with 4 hearts in the actual game state, and give Mia a 2.5-second opening grace period during which wisps cannot hurt her and the status can read “Go — wisps wake in a moment.” At zero hearts, end with status “Wisps overwhelmed Mia” and a centered result card titled “Out of hearts,” explaining the red wisps chased Mia out of the grove. Also end the game if the timer reaches zero, set status to “Night fell,” and show a centered card titled “Too slow,” explaining the fireflies slipped away. Use a 75-second game timer in the actual game state, decrementing continuously while playing and clamping at zero. The HUD should be a fixed, rounded, dark translucent glass-like overlay across the top with four columns labeled FIREFlies, HEARTS, TIME, and STATUS. Display “0 / 8” initially for fireflies, “4” hearts, “75.0s” time, and “Find the lights” status; color the firefly value mint/green, hearts pink/red, and time green initially, changing time to yellow under 30 seconds and red under 15 seconds. Update status during play with messages such as “Caught one — N left,” where N is remaining. Place a bottom-left translucent instruction panel saying: “Collect the glowing fireflies before the clock hits zero. Avoid the red wisps — they drain a heart and knock Mia back. Desktop: WASD / arrows, mouse drag, Shift to sprint, Space to hop. Mobile gets its own joystick and jump button.” Use a perspective third-person camera following Mia from behind at about 5.4 units distance, with a 60-degree field of view, and allow camera orbit/drag through the supplied third-person controls system. Implement desktop movement with WASD/arrow keys, mouse drag for camera control, Shift sprinting, and Space to hop/jump. On mobile provide the controls system’s on-screen joystick and jump button. Include gravity around -22 and jump speed around 8.4. The game should pause gameplay logic after winning or losing, while the result card provides a “Play again” button; pressing it or pressing R after game over resets score to 0, hearts to 4, timer to 75, player position to center, grace period to 2.5 seconds, respawns all fireflies, resets wisp anchors, hides the result card, and restores status to “Find the lights.” Add a small bottom-right loading pill that initially says “Loading Mia…” and changes to “Mia ready”/“Mia loaded” after the character asset finishes loading, then fades away.