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Mia's Adventure

  • 3d
  • third-person
  • collectathon
  • arcade
  • timed
  • casual
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. Tobias Butterworth 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 Tobias Butterworth what you would add next.

Make your own game

Mia's Adventure was built by Tobias Butterworth 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 simple third-person 3D collectible game titled “Mia’s Adventure.” Use Three.js-style real-time 3D rendering with a perspective camera following the player from behind/around the avatar. The world is a minimal open grassy field: a large 40 by 40 flat green plane, bright sky-blue background with matching light fog, soft ambient lighting plus a directional sun light and enabled shadows. Populate the field procedurally with simple low-poly scenery: 8 trees at random positions, each made from a brown tapered cylinder trunk about 2 units tall and a dark-green cone canopy about 3 units tall; and 5 dark gray low-poly rounded rocks at random positions. Keep the uncluttered, brightly colored primitive aesthetic visible in the reference.

The playable character is Mia, loaded from the supplied asset `assets/Rig_model_mia.glb`. Display her prominently in the center foreground as a small gray koala-like character with large ears and nose, wearing red overalls and yellow boots, matching the supplied model. Scale the model to approximately 1.5 and place it on the ground at the origin. If the asset has animation clips, use an animation mixer and play an idle animation by default, switch to a walk/run animation while moving, and a jump animation while jumping or falling, with short fades between actions. Provide third-person movement controls targeting Mia, with movement speed 6, jump speed 10, and downward gravity -22. Include jumping and keep the character from falling below the ground. Use the creator’s standard third-person keyboard/controller and camera controls rather than adding a separate custom control scheme.

At game start, place exactly 8 shiny gold spherical collectibles around Mia in a ring, with evenly spaced angles and random distances between 4 and 10 units. Each coin is represented visually by a gold sphere of radius about 0.4, positioned at y=0.5, with a subtle darker-gold emissive look. The goal is to move Mia into the collectibles and collect all of them before the timer expires. When Mia is within 1.5 world units of a collectible, remove it, increment the score by 1, and show a brief pickup burst consisting of eight small gold particles that scatter upward/outward and disappear after roughly 0.8 seconds. Do not respawn collected items. When all 8 have been collected, stop player controls and show a centered green message: “You Win! All coins collected!”.

Start with score 0 and a 60-second countdown. Decrease the timer continuously during gameplay, display it rounded up to the next whole second, and update the HUD every frame. If time reaches zero before all collectibles are collected, stop controls and show the centered red message “Time Up! Score: [current score]”. The game should also stop updating gameplay after either win or loss.

Use a fullscreen canvas with no page scrolling. Add a fixed HUD at the top-left in white sans-serif text with a dark shadow: `Score: 0` in approximately 24px type and `Time: 60` in approximately 20px type with a small horizontal gap. Center end-state messages on screen in roughly 32px white text with a dark shadow, colored green for victory or red for timeout. Keep the camera/view and visual composition similar to the screenshot: Mia large in the lower center foreground, the horizon around mid-screen, gold spheres distributed across the field, and simple cone-shaped trees against the blue sky.

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