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Arcade › Mia's Park Hunt
Click the game above and it runs right here in your browser. No download, no installer, no account needed. FJT (Zack) built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mia's Park Hunt yet. Play it, then tell FJT (Zack) what you would add next.
Mia's Park Hunt was built by FJT (Zack) 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 Hunt 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 simple third-person 3D collecting game titled "Mia's Park Hunt". Use Three.js-style rendering with a bright, low-poly/cartoon outdoor park: a large flat circular grassy ground area, main grass color light green, with a darker green outer ring/patch for subtle depth. Surround the playable area visually with scattered park nature props loaded as decorative, non-colliding assets: roughly 22 trees around the outer rim, 16 bushes in an inner ring, about 30 small flowers distributed through the park, and 5 stone stepping pads near the center. Use a clear light-blue sky/background, soft atmospheric fog in the distance, warm directional sunlight, hemisphere fill light, and soft cast shadows from the character and props. Keep the scene open and uncluttered, matching the attached view's broad green field and blue horizon. The player is Mia, represented by the supplied rigged 3D character asset `assets/Rig_model_mia.glb`. Normalize the model to approximately 1.6 world units tall with her feet at the player origin, enable cast/receive shadows, and play its available idle, walk, run, and jump animation clips. Place her initially at (0, 0.05, 10). If the model cannot load, use a simple pink capsule fallback so the game remains playable. Use a third-person perspective camera following Mia from behind at about 6.5 units distance and 2.4 units height, with mouse/touch drag camera look. The player should turn smoothly to face the direction of travel. The core objective is to find and collect all 10 gold coins before the 60-second countdown expires. Randomly place exactly 10 bright gold coin meshes around Mia in a ring/distribution at random angles and radii between 6 and 20 units, at about 1 unit above the ground. Coins are short cylinders/discs with a shiny gold material, rotate continuously, and bob gently up and down. A coin is collected when Mia comes within 1.5 units horizontally; then hide it, increment the score, and play a short bell/impact collection sound. Do not add enemies, combat, hazards, lives, or invented obstacles: the decorative trees, bushes, flowers, and stones do not collide with the player. Movement must support WASD and the runtime's mobile joystick, with normal movement around 5.5 units/second, Shift to run at 9 units/second, Space to jump, jump speed about 7.5, and gravity about -22. Let the player move over the circular ground using the third-person controls. Play a jump sound when jumping and use the supplied/available animation states for idle, walking, running, jumping/falling/landing. Unlock audio after the first click or key press to comply with browser audio rules. Add a minimal fixed HUD over the 3D view in a white bold Trebuchet/system-style font with a subtle dark shadow. At the upper-left show a coin icon and `0 / 10` initially, updating to the current count (for example `🪙 3 / 10`). At the upper-right show a timer icon and the remaining whole seconds, initially `60`, counting down in real time. Along the bottom center show the exact control hint: `WASD / joystick to move · Shift to run · Space to jump · drag to look`. When all 10 coins are collected, stop gameplay and show a centered semi-transparent dark overlay with a slight blur, the title `You Win! 🌟`, and text such as `You collected all 10 coins with Xs to spare.` When the timer reaches zero first, stop gameplay and show `Time's Up!` with text such as `You found X of 10 coins.` In either case show a rounded pale-yellow `Play Again` button that reloads/restarts the game. The overlay should not appear during active play. Use a 55-degree perspective camera, antialiased rendering, soft shadows, and a clean colorful casual-game presentation consistent with the screenshot.