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Mia's Adventure

  • 3d
  • third-person
  • collectathon
  • arcade
  • park
  • timed
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. Charles Makhanya built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mia's Adventure yet. Play it, then tell Charles Makhanya what you would add next.

Make your own game

Mia's Adventure was built by Charles Makhanya 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 Mia's Adventure 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 Mia's Adventure

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 third-person 3D collectathon titled “Mia’s Adventure.” Use Three.js with a perspective camera following the player from behind at roughly 4.5 units distance and 1.6 units height; allow the player to click-drag/look around and keep the camera oriented around the character. The playable area is a flat 42-by-42 green grassy square, with a simple low-poly outdoor park presentation: blue-sky-colored fog/light environment, directional sunlight with soft shadows, and trees arranged mainly around the perimeter. Place small stylized trees near the outer edges (including approximate positions around the corners and sides) and several larger trees further inside; scatter low-poly rock/cliff obstacles around the area. Do not add enemies, combat, health, weapons, or other mechanics.

Use the supplied “assets/Rig_model_mia.glb” as the player character, scaled to about 1.1, casting and receiving shadows. The visible model is a detailed human character with dark hair, bare muscular torso, dark pants, and dark gloves/accessories, initially centered on the field. If the asset cannot load, use a simple blue box-like fallback character. The player can move with WASD or arrow keys, jump with SPACE, and look around by clicking/dragging. Configure movement around speed 6.5, jump speed 9, gravity -22, with third-person controls and a slope limit around 55 degrees. Animate the rig procedurally: idle has subtle breathing/sway, walking swings arms and legs, and jumping bends the legs/raises the hips; switch between idle and walk based on whether the character is actually moving, with jump animation support.

At game start, spawn exactly five collectible crystals at random positions within approximately a 22-by-22 area centered on the player, each raised around 0.6 units above the ground and scaled large (about 2.2). Use stylized pale blue/white faceted crystal models with a subtle mint-green emissive glow. Make every crystal gently bob up and down. When the player comes within approximately 1.9 horizontal units of a crystal, immediately collect it, remove it, and award 10 points. The win condition is collecting all five crystals; stop the game and show a full-screen dark translucent overlay with the centered message “You Win!” and the final score, plus a “Play Again” button. Start with a 60-second countdown; decrement it continuously while play is active, display whole seconds, turn the timer red under 10 seconds, and if it reaches zero before all crystals are collected show “Time’s Up!” and the final score on the same overlay. The Play Again button should hide the overlay, reset score to 0 and time to 60, respawn five new randomly positioned crystals, and return the player to the origin.

Keep the HUD minimal and matching the shown game: fixed white text at the upper-left reading “Score: 0” and “Time: 60,” with a subtle dark text shadow and modest spacing. Add a bottom-centered semi-transparent black instruction panel with white text: “WASD / Arrow keys to move • SPACE to jump • CLICK to look around • Collect the crystals!” On a narrow/mobile screen this panel may overlap the lower-right virtual/control area as in the reference. Use a clean sans-serif/system font, hidden overflow, and a black body background outside the rendered scene. The overall visual style should remain sparse and simple: green flat ground, dark silhouetted/low-poly trees and rocks around the field, soft shadows, faceted glowing collectibles, and the detailed supplied character centered in the third-person view.

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