Arcade › Moonfall Island
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hüseyin Kotan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Moonfall Island yet. Play it, then tell Hüseyin Kotan what you would add next.
Moonfall Island was built by Hüseyin Kotan 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 Moonfall Island 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 browser-based 3D third-person survival game titled “Moonfall Island.” Use a low-poly, atmospheric Three.js-style presentation with a dark blue-green sky, fog, soft shadows, and a large circular island surrounded by dark water. The island should be a raised, roughly cylindrical green ground platform with a sandy/earth-toned outer shore. Scatter low-poly trees around the perimeter, rocks around the island, and 14 small glowing pale-green faceted resource crystals/rocks distributed in rings across the terrain. Place a low-poly humanoid survivor at the start near the island’s center, visibly carrying a stone sword. Use a third-person camera positioned behind and above the player, following the character as they move. Support keyboard movement with WASD and arrow keys, Shift to run, Space to jump, and E to attack; also provide a large circular ATTACK button at the lower-right for pointer/touch input. The character should have idle, walk, run, jump/fall/land, attack, hurt, and death animation states when available. Movement should be constrained by the island/terrain in a natural third-person controller. The main goal is to collect resources while surviving for five real-time minutes. Begin with a centered dark translucent modal card over the scene: title “Moonfall Island,” the description “Gather what you can, keep moving, and survive the island's five-minute nightfall.”, a lime-green “Begin survival” button, and the small note “A small atmospheric survival slice — no crafting, no clutter.” The game is paused/not started until the button is pressed. Once started, the overlay disappears and the timer counts down from 5:00 to 0:00. Cycle the lighting between day and night as time progresses: the HUD should say Day at first, with warm directional sunlight and brighter ambient light; during the latter portion of each roughly one-minute cycle, transition to a much darker blue-black sky and fog, dim the sun, and bring in cool moonlight. During night, spawn hostile low-poly dark reddish-purple faceted creatures around the player, up to seven at once. They pursue the player across the island, move faster at night, and damage health continuously when close. Give each creature 2 hit points. The player’s sword attack has a short cooldown, strikes only enemies within a short forward-facing range, and destroys a creature after two successful hits. Enemies can briefly enlarge/flash when hit. The player loses when health reaches zero; show a centered end card reading “The island claimed you,” explain that the creatures retreat at dawn but the player ran out of strength, show “Resources gathered: [count],” and provide a “Try again” button that reloads/restarts the game. The player wins after surviving the full five minutes; show “You endured the island,” explain “Five minutes survived. The horizon is finally turning silver.”, show the gathered resource count, and provide the same restart button. Keep the HUD clean and minimal, using fixed dark translucent rounded panels with subtle borders at the upper-left: HEALTH with a green horizontal bar, RESOURCES with the collected count, TIME LEFT with the mm:ss countdown, and SKY with a color-coded Day/Night value (warm cream for Day and lavender/purple for Night). Add a small bottom-left help panel reading exactly or nearly: “WASD / arrows to move · Shift to run · Space to jump · E or tap ATTACK to swing.” Put the circular ATTACK control at bottom-right. Maintain the visual style shown: restrained dark navy interface, pale green accent button/health/resource colors, atmospheric fog, low-poly geometry, and no crafting or inventory clutter.