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Mia's Park

  • 3d
  • third-person
  • collectathon
  • casual
  • low-poly
  • park
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. Zarion Washington built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mia's Park yet. Play it, then tell Zarion Washington what you would add next.

Make your own game

Mia's Park was built by Zarion Washington 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 Park 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 Park

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 Park.” Use Three.js-style real-time 3D rendering with a fixed-follow third-person camera positioned behind and above the player, looking toward the character and the small park. The playable avatar is Mia, loaded from the supplied rigged character model asset `assets/Rig_model_mia.glb`, scaled to approximately 1.7 meters tall, with cast and receive shadows. Start her near the front-center of the park at approximately world position (0, 1.2, -4), facing into the park. If the model contains animations, play an idle/standing animation when stationary and smoothly switch to a walk/run animation while moving.

Build a compact square grassy park from a 5-by-5 arrangement of grass tiles, each about 1.5 units wide (roughly a 7.5-by-7.5 playable patch). Surround the area with stylized low-poly park scenery: trees around the outer edges at approximately the four corners and the centers of the four sides, alternating regular and larger tree models; several small rounded bushes near the edges; and two wooden benches, one around (-3, 0, -3) and one around (4, 0, 4), with the second bench rotated differently. Use the available stylized park assets for grass, trees, large trees, bushes, and benches, and use the supplied Cube World `Block_Crystal.glb` asset for collectibles. The visual style is colorful, simplified low-poly/cartoon park scenery with green grass, chunky rounded trees and bushes, brown benches, and purple/blue block-like crystals. Use soft shadows, a sky-blue hemisphere/world lighting setup, warm directional sunlight, and atmospheric fog; the scene may have a very dark/black background beyond the lit park as in the reference view.

Place exactly six floating crystals around the park at these approximate coordinates: (5, 1.5, 6), (-6, 1.5, 5), (7, 1.5, -4), (-5, 1.5, -7), (3, 1.5, -8), and (-8, 1.5, 2). With the crystal model, scale each to about 0.35 and raise it slightly so it visibly floats above the ground. Make every crystal gently rotate and bob up and down. The player automatically collects a crystal when she comes within about 1.9 world units; remove it immediately and increment the score. There are no enemies, attacks, health, timer, or other obstacles: the goal is simply to explore the park and collect all six crystals.

Provide third-person movement controls with WASD and mouse/camera control, plus jumping with SPACE. Use a movement speed around 6, jump speed around 9, and gravity around -22. On touch/mobile layouts, show the third-person virtual joystick/control overlay supplied by the control system; the reference view shows a translucent circular control at the lower-right. Keep the camera about 5.5 units from the avatar and allow the camera to follow her as she moves. If she falls below the level, reset her to a safe position.

Add a simple always-visible HUD at the upper-left: large bold white text with a dark shadow reading “Crystals: 0 / 6,” updating the first number as crystals are collected. When all six are collected, stop gameplay and show a centered dark green translucent completion panel with rounded corners, white text “You did it!”, a line reading “Collected 6 crystals!”, and a green “Play Again” button. The button resets the score to zero, hides the panel, respawns all six crystals, and returns Mia to her starting position. Keep the HUD and completion UI over the 3D canvas and make the game responsive to window resizing.

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