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Arcade › Mole Mayhem
Click the game above and it runs right here in your browser. No download, no installer, no account needed. William Lemieux built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mole Mayhem yet. Play it, then tell William Lemieux what you would add next.
Mole Mayhem was built by William Lemieux 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 Mole Mayhem 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 playable 3D first-person animal sandbox game titled “Mole Mayhem.” The player controls a small mole in a stylized but natural low-poly forest, viewed through the mole’s eyes. Show a tiny pink nose and two digging claws at the bottom of the camera view; the full mole model is not normally visible from this perspective. Use a bright blue sky, green forest floor, atmospheric fog, warm sunlight and shadows, many Kenney-style oak and pine trees, scattered chunky logs/scrap piles that can be collected, and oversized red-capped mushrooms that emphasize the mole’s tiny scale. At the far end of the forest, humans gradually construct a spreading gray city: include construction sites with concrete pads and barriers, animated builder characters, completed commercial buildings, and a glowing red faceted “city heart” on a dark base. The city ground patch expands as the city grows. Core goal and simulation: let the mole cause mischief and protect the forest while stopping humans from building over it. Start with Forest 100, City 0 and Health 100. Forest decreases as the city develops; city progress rises as construction sites complete and surviving builders remain active. Buildings and the city heart should have small collision bubbles that block the player rather than allowing passage through them. Humans walk between targets and construction sites; construction progresses over time. Add occasional fox and wolf predators that slowly chase the player, with no more than two active predators at once. They damage health on contact. Spawn at most one flying pigeon, which circles overhead and periodically dive-bombs the player after the city heart has been destroyed. Movement should be direct and fast. Support WASD/arrow movement relative to the camera, mouse or touch dragging to look around, and a mobile virtual joystick. Support Space or a large mobile Bite button for a forward bite/ram charge. The charge bursts forward, damages nearby humans, predators, construction/buildings and the city heart, knocks targets back, creates dirt particles and has a short cooldown. Defeated humans increase Mischief; defeated predators increase Mischief by 2 and award 1 metal. Humans and predators should disappear when defeated. The city heart has hit points; when destroyed, darken it, reduce City, and unlock the Pigeon form. Support digging with E or a large mobile Dig button. Digging always creates a visible fresh dark burrow ring, kicks up dirt particles, awards a supply, and toggles between the surface and a true underground tunnel view. In the tunnel view hide the surface terrain, trees, logs, buildings, city heart, humans, predators, pigeons and mushrooms; show a dim brown rounded earthen tunnel around the player with dirt walls, a dark dirt floor, hanging roots and scattered pebbles. Underground movement is faster, and digging near a log/scrap pile collects it, otherwise award either one log or one metal randomly. On returning to the surface, show a short status message. Resources are Metal and Logs. Place around 20 scattered logs/supply piles; each is either logs or metal and disappears when collected. Bombs cost 3 metal. Q or a mobile Bomb button plants a dark scrap bomb a short distance ahead; it detonates after roughly two seconds, producing a large dirt/fire-colored particle burst and damaging nearby targets, buildings and the city heart. Award Mischief for bomb damage. Display brief rounded dark status messages such as resource discoveries, predator attacks, construction progress, explosions and unlocks. Include three animal forms. Mole is the default. At 8 Mischief unlock Raccoon, which is slightly larger, faster and deals stronger charge damage. When the city heart is broken unlock Pigeon; its form is smaller/higher in the camera and moves fastest. Provide desktop number keys 1/2/3 and visible form buttons for switching, with locked buttons grayed out and labeled with their requirements. The mobile layout must have a translucent circular joystick at bottom left and four large lime-green rounded buttons at bottom right: Bite, Dig, Bomb and Form. The Form button cycles through currently available forms. Use responsive touch controls and prevent page scrolling. HUD: At upper left, create a translucent dark rounded panel with three horizontal labeled bars: Forest using a green-to-light-green gradient, City using an amber-to-red gradient, and Health using a coral-to-yellow gradient, each with a numeric value. Under them show “Metal 0 · Logs 0 · Mischief 0 · Form Mole,” updating live. On desktop, show an upper-right dark translucent tips panel explaining first-person view, drag-to-look, WASD/joystick movement, Space bite/ram, E/Dig burrow, and building/city-heart collisions. At game start show a centered dark rounded modal titled “Mole Mayhem,” explanatory text about looking through tiny mole eyes, digging and smashing the city, and a green Start mischief button. Starting hides the modal. Include a bottom-center dark pill for transient messages. Use a playful readable system font, white text with shadows, lime-green glossy action buttons, dark forest-green overlays, soft shadows, and an accessible mobile-first interface. The game should begin with the forest seeded, several builder humans active, and one pigeon available as an initial ambient threat, while the simulation starts only after pressing Start mischief or a mobile action.