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Arcade › Mia's Park
Click the game above and it runs right here in your browser. No download, no installer, no account needed. feyolak448 built it with Cinevva, so it works on a phone or a tablet too.
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Mia's Park was built by feyolak448 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.
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 arcade collecting game titled “Mia’s Park.” The player controls an animated character named Mia, using the provided Rig_model_mia.glb model. Load and play its available idle/stand, walk/run, and jump/fall animations, with smooth animation crossfades; while moving, add a subtle vertical bob. Place Mia in a small outdoor park on a flat square 40-by-40 green grass ground. Use a follow camera behind and above her (third-person distance about 4.5 units and height about 1.6), with mouse look and keyboard movement. Support WASD and arrow keys to move, mouse to look after clicking the screen, and SPACE to jump. Movement speed is about 7, jump speed about 11, and gravity about -22. Keep the playable character within roughly x/z bounds of -17 to 17; if she falls below y=-1, end the game with a “Fell Off!” result. Scatter a simple park environment around the play area: large leafy trees around the outer edges at approximately (-9,-9), (9,-9), (-9,9), (9,9), (-5,-12), (5,-12), (-12,0), (12,0), (0,-8), and (0,8), with slight scale and rotation variation. Add five rock props that act as visible environmental obstacles at approximately (-3.5,4), (4,-3), (-6,-2), (6.5,5.5), and (-1,-6), with varied scale and rotation. Add several small grass patch props at positions around (-6,-7), (7,-5), (-4,6), (5,7), (-9,3), (9,-8), and (2,-9), with small random offsets and scale variation. Use a green park-like visual style with a green Lambert ground, green atmospheric fog extending from about 12 to 38 units, a muted green background, soft shadows, a cool hemisphere light, and a warm directional sunlight casting shadows. Models should cast and receive shadows. The core objective is to collect spinning gold coin collectibles before the timer expires. Start each round with exactly 7 coins, randomly positioned across an approximately 18-by-18 area centered on the origin, at y=0.8. Each coin spins continuously around its vertical axis and gently bobs up and down. When Mia comes within 1.6 units of a coin, remove it, add 10 points, play a short bright square-wave collection sound, and immediately spawn a replacement coin at another random location, so there are normally always 7 coins available. Do not add enemies, weapons, health, or other objectives. Show a fixed white HUD in the top-left with “Score: 0” and “Time: 60s” at the start, using a subtle dark text shadow. Count down from 60 seconds in real time and display whole seconds, never below zero. When time reaches zero, stop gameplay and show a centered dark translucent game-over overlay with a dark panel, the title “Time Up!”, “Final Score: [score]”, and a green “Play Again” button. Track the best score in local storage under the key miaParkBest and append “(New Best!)” when the player beats it. If the player falls off instead, show “Fell Off!” and “Score: [score]”. The overlay must pause gameplay until restart. The Play Again button resets score to zero, timer to 60 seconds, removes all existing coins, creates seven new coins, returns Mia to approximately (0,0.8,0), resets her rotation, and hides the overlay. Also allow R to restart when the game is over. At the bottom center, show the instruction text: “WASD / arrows: move Mouse: look SPACE: jump Click screen to control” in small light gray text with a dark shadow. Use a full-window responsive canvas, prevent page scrolling, and make the presentation clean and minimal. Include simple synthesized sounds: a short high-pitched square-wave sound on coin collection and a low soft sound while jumping/falling. Start the game after the 3D assets finish loading.