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Arcade › Ocean Unleashed
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dawid Malinowski built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ocean Unleashed yet. Play it, then tell Dawid Malinowski what you would add next.
Ocean Unleashed was built by Dawid Malinowski 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 Ocean Unleashed 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 third-person 3D arcade surfing game titled “Ocean Unleashed 3D,” set in the Emerald Coast. Use a smooth follow camera positioned behind and above the rider, looking ahead over the board. The player is a small stylized low-poly surfer standing on a bright coral-orange surfboard with a white center stripe and dark underside fin. Give the surfer an orange/red torso, skin-colored head and arms, dark blue legs, and simple dark hair. The game world is an open turquoise/teal ocean extending across a large square area, with a continuously animated procedural surface made from broad swells, cross waves, chop, and a localized reef/wave variation. The water should be semi-transparent and glossy with subtle pale foam overlaid on top; use bright daylight, soft shadows, atmospheric fog, and a cyan sky/background. At one edge of the playable ocean, add an Emerald Coast training island: a low tan rocky cylindrical island with a pale sand top, a short brown dock and dock posts, several palm trees, and scattered rocks. Keep the overall look clean, colorful, stylized, and prototype-like rather than photorealistic. Core gameplay: begin with the rider stationary on the water and show a centered translucent instruction panel reading “RIDE THE SWELL,” with controls and the objective. Press Enter or any mobile control to start and fade this panel away. The board automatically responds to the animated wave’s current and slope, drifting with the water. W accelerates forward and S brakes/reverses; A and D carve/steer left and right. Steering changes the board yaw and lean/roll, and carving at speed builds FLOW and awards score. Press Space to jump/ollie off the water. While airborne, Q and E rotate the surfer for spins, while A/D roll and W/S adjust pitch. Display the current trick as an OLLIE or SPIN with a degree value. When descending, detect the water surface: a controlled landing with limited pitch/roll and vertical speed is a CLEAN LANDING, awarding points, increasing flow, preserving/building a combo, and marking the aerial objective complete; an uncontrolled landing causes a WIPEOUT, resets the combo, briefly shows the crash state, and automatically resets the player shortly afterward. Keep the game playable within the bounded ocean area and reset if the rider leaves the bounds. Include R to reset the rider at the start position. Include a prototype alternate mode: J toggles between SURF and JET mode. In JET mode, holding Shift provides forward jet thrust while jet energy drains, and energy gradually recharges when not thrusting. The board movement should otherwise remain the same. Do not add enemies, weapons, collectibles, laps, or invented hazards. HUD requirements: use a dark navy translucent glass-like interface with thin pale-cyan borders and rounded corners. At top left show “OCEAN UNLEASHED 3D” and “Emerald Coast · prototype.” At top right show live “SPD,” “SCORE,” “FLOW,” and “MODE” values. Near the bottom center show the challenge text: “Challenge: ride 35 m and land one clean aerial,” updating the remaining distance and marking completion with “CHALLENGE COMPLETE · +1000” after both conditions are met. The initial center panel should explain “W/S accelerate and brake · A/D carve · Space jump · Q/E spin · Shift jet thrust · R reset · F3 diagnostics” and say “Find the glowing wave crest and land cleanly to build a combo” (even though the visible wave system is procedural). On narrow/mobile screens, provide bottom controls with left/right steering, BRAKE, GO, JUMP, and SPIN buttons that emulate the keyboard inputs. F3 toggles a small diagnostics panel showing wave height, position, velocity, grounded state, balance, trick, and crash status. Use responsive layout, a full-screen canvas, and a perspective camera that smoothly follows the player.