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Arcade › Michscott leader
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Angie lopez built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Michscott leader yet. Play it, then tell Angie lopez what you would add next.
Michscott leader was built by Angie lopez 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 Michscott leader 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.
Recreate a compact playable 3D anime-styled survival adventure titled “Michscott leader.” Use a third-person elevated camera that follows the player from behind and above (roughly 10.5 units up and 8.8 units back), smoothly tracking the character on a small circular island. The island should be a green disk about 24.5 units in radius, surrounded by a sandy ring and blue water, with fog fading into the distance. Scatter stylized low-poly/conical evergreen trees around the perimeter, gray rocks, berry bushes with visible dark red berries, and small piles of horizontal logs throughout the island. Use bright toon-shaded colors for characters, standard shaded environment geometry, soft shadows, and a day-to-night lighting transition: bright blue daylight gradually becomes a dark blue/near-black night with moonlight and matching dark fog. At the start, show a full-screen dark translucent glass-like panel with rounded corners over the scene. Display the large logo/title “Michscott leader” and the description: “An anime-styled adventure survival game. Pick one survivor, gather wood, craft a wooden sword, and get shelter up before the night creatures close in.” Offer two selectable character cards, with the first selected by default: Amiena Kanij, a pink/purple-haired girl scout with a bright outfit, who gathers more berries; and Nayden Bach, a blue-haired boy ranger with a green/blue outfit, who has higher maximum health and more starting energy. Each card has a choose button, followed by a large “Start Adventure” button. Include explanatory text that night comes after the daylight cycle, slimes spawn at night, hunger drains, and a sword is needed to fight them. The player is a cute stylized anime-like low-poly survivor with a rounded head, oversized white eyes with colored irises, a small mouth, toon materials, distinct hair silhouette, torso, skirt/jacket-like lower clothing, arms and legs, and a visible wooden sword that only appears after crafting. Amiena has the ribbon/ponytail hair style and pink-purple color accents; Nayden has pointed/spiky blue hair and blue-green accents. Start the chosen survivor at the center of the island. Support keyboard controls: WASD or arrow keys move, Shift sprints, E gathers the nearest resource, Q builds a shelter section, F crafts the wooden sword, Space attacks, and P pauses. Also provide mobile controls with a left virtual joystick and six right-side buttons labeled Gather, Shelter, Sword, Attack, Sprint, and Pause. Core survival loop: explore the island and press Gather while within about 2.2 units of a resource. Berry bushes give 3–4 berries plus Amiena’s +1 gathering bonus and restore 12 hunger; wood piles give 2–3 wood. Gathered resources disappear. Crafting a wooden sword costs 3 wood and is required to damage enemies. Building a shelter section costs 2 wood and creates a short brown wooden wall around the starting camp; each build adds to the shelter count. The HUD quest should guide the player to craft the sword first, then build 3 shelter sections, then continue surviving for a higher score. Shelter pieces reduce slime damage, especially once three pieces have been built. Run the game as an endless score-chasing survival game with no victory screen. Health, hunger, and energy are the main survival meters. Hunger slowly drains over time; at zero hunger, health drains rapidly. Sprinting increases movement speed by about 1.45x but drains energy quickly; not sprinting restores energy. Movement slows when hunger is below 20. The player loses when health reaches zero. The character animates with swinging arms and alternating legs while moving, and swings the wooden sword during attacks. Sword attacks have a short cooldown, affect slimes within roughly 2.25 units and in front of the player, deal one damage, knock them back, and require two successful hits to defeat each slime. Defeated slimes increment the slime score and award one berry. Use a 54-second day cycle: the first 36 seconds are daylight, labeled Morning then Evening, and the final 18 seconds are Night. At night, spawn a wave of purple, glowing, round bouncing slimes around the outer island. Slimes have two large eyes, pursue the player, bob vertically, and damage the player on contact with a cooldown. The initial wave count should be 2 plus the current day plus a bonus of up to 3 based on missing shelter; subsequent days become more dangerous. Slimes outside the immediate island area can disappear during daylight. At the end of each 54-second cycle, increment the day, return to Morning, and replenish some berry bushes and wood piles if resources are running low. Continue spawning a new night wave whenever night begins and no enemies remain. During gameplay, keep a fixed HUD overlay with three horizontal meters at the top for Health (pink/red), Hunger (yellow/orange), and Energy (blue), each with a numeric value. On the right show the selected survivor’s name, “Day 1” and the current period (Morning, Evening, or Night), plus counters for “Berries,” “Wood,” “Shelter,” and “Sword: Yes/No.” Show temporary dark translucent message banners for gathering, crafting, building, damage, and night warnings. Show a lower-left quest panel with the current objective and a small control hint panel on desktop. On mobile, place the translucent circular joystick at bottom left and a grid of rounded action buttons at bottom right. When the player dies, display a centered dark “Camp Lost” panel with how many days were survived and final statistics for berries, wood, shelter, sword, and slimes, plus a “Try Again” button that resets the world and starts a fresh run. Keep the visual style clean, bright, soft-shadowed, anime-inspired, and arcade-survival focused, with no story ending or final win state.