Appearance
Arcade › Mushroom Mail
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mushroom Mail yet. Play it, then tell Oleg Sidorkin what you would add next.
Mushroom Mail was built by Oleg Sidorkin 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 Mushroom Mail 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 third-person 3D exploration game titled “Mushroom Mail.” The player controls a small cute low-poly snail courier in a nighttime rainy forest and must deliver one mushroom-themed letter to five mailboxes scattered around the clearing. Camera and controls: use a smooth follow camera positioned about 6 units behind and 4 units above the snail, looking toward the snail’s upper body. The view is over-the-shoulder/third-person, with the camera orbit controlled by clicking the game view to capture the mouse (pointer lock) and moving the mouse; clamp vertical look so the camera cannot flip. Use WASD or the arrow keys to move relative to the camera heading. Movement should be deliberately slow (snail-like, approximately 2 world units per second), with diagonal input normalized. The snail turns smoothly to face its travel direction and gently bobs while moving. Keep the player inside a square world boundary about 14 units from the origin. Player avatar: build the snail from simple 3D primitives in a charming low-poly style. It has a tan/beige elongated foot/body, a lighter tan head, two eye stalks with pale eye tips and dark pupils, and a brown spiral-like shell made from a chunky torus-knot form plus three darker decorative rings. The snail carries a small letter on its back: a cream rectangular paper slab with a red seal and a tiny orange/red mushroom on top. Make the letter wobble slightly while the snail moves. World and atmosphere: make a large flat dark green ground plane, roughly 60 by 60 units. The scene is very dark and moody, lit by cool blue moonlight/ambient light with a subtle cool sky/ground tint and a small warm orange accent around the mailbox area. Add exponential atmospheric fog in a deep blue-purple tone. Scatter approximately 35 low-poly trees around the outer forest, keeping them outside a radius of about 4 units around the central play area, using two tree variations, with randomized rotations and scales. Scatter about 20 low-poly mushrooms through the wider forest plus 8 additional mushrooms near the clearing, with randomized sizes and rotations. The reference look is sparse, silhouetted and nighttime-heavy rather than brightly illuminated. Rain and ambience: show a dense field of roughly 3,000 small blue-gray rain particles falling through a 50-by-50 area, recycling particles from the ground back into the sky. Add around 500 subtle ground splash particles that briefly rise and fade at random positions. Add about 40 softly glowing green firefly/spore points at low heights around the forest, drifting slightly and pulsing in opacity. If audio is supported, begin a looping rain ambience after the first keyboard or mouse interaction, and play a short three-note ascending triangle-wave chime when a delivery is completed. Objectives and mailboxes: place exactly five delivery mailboxes at these world positions: (-4,-2), (5,-3), (-3,6), (6,4), and (-6,-5), using red residential mailbox models or a visually equivalent low-poly mailbox. Rotate each mailbox to a varied facing direction. Above every undelivered mailbox, show a small warm orange glowing marker and a floating “📮” indicator to help the player find it. When the snail comes within 1.2 world units of an undelivered mailbox, automatically deliver the letter; no separate interaction button is needed. Each successful delivery increments the delivered count and awards 100 points, removes that mailbox’s glow and floating indicator, and displays a temporary message such as “Delivered! 4 more mailboxes to go!” Enforce roughly a one-second delay between deliveries. After all five are delivered, stop player movement and show a celebratory message: “🎉 All mail delivered! You’re the best snail carrier! 🎉”. HUD: overlay the 3D view with a centered pill-shaped dark translucent status bar at the top, outlined subtly and with light green text. It should read “📮 MAIL DELIVERED: 0” initially, with the numeric value in gold/yellow; update the number as deliveries are made (the underlying game awards 100 points per delivery, but the visible counter is the delivery score value: 0, 100, 200, etc.). At the bottom center, show a translucent rounded message panel for delivery and completion notifications. On startup, after a short delay, show “🐌 Deliver mushroom mail to all the mailboxes! Click to look around.” for several seconds. Also show a faint bottom-center controls hint reading “WASD · Arrow keys · Click to look.” Hide or reduce the hint on narrow/mobile screens. Use a clean Segoe UI/system sans-serif, rounded panels, pale green text, gold score, and a near-black blue background. Make the layout responsive to the viewport and keep the game view full-screen with no scrollbars.